Shipping builds of the Engine fail when using the Visual Studio 2017 compiler due to a potential divide by 0 error. This is because the TotalColumnSize property of SMemoryStats is set to 0 by defaul ...
Performing a hot reload on a project that is using a local binary build of the Engine will sometimes result in the Engine's UE4Editor.version file being updated with a new BuildId value. That result ...
Texture sample DIs no longer work when used with Niagara Parameter Collections. This seems to affect Volume Texture DIs based on customer reports, but I have not confirmed this. ...
The build error is descriptive. FreeType2.Build.cs and HarfBuzz.Build.cs explicitly check if they are being used for a Unix server build and throw exceptions to prevent that. Commenting out those ex ...
Input Key Selector's Set Text Style does not change Text Style when given Text Style Variable ...
Using BuildGraph to create a local binary build of the engine fails if the BuildConfiguration.xml file has bUseUnityBuild and bUsePCHFiles both set to false. The build fails due to some missing Json ...
Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions. ...
When trying to Save a Project after Adding an "InstancedStaticMeshComponent" to A Static Mesh Actor Blueprint, user experiences an Error Message: “…Graph is linked to private object(s) in an extern ...
Listen For Input Action firing erroneously. Confirmed in 4.26 MAIN @ CL 11536993 ...