Using more than a single break struct node in sequence (despite no break nodes performing calculations) disables fast path. Splitting structs instead does not cause this issue. ...
After doubling the number of physics objects in the level the client loses input/ignores input ...
According to the report from Licensee, this is because it is displayed when the child's bone has Weight, which is a cause of misunderstanding. ...
Crash occur the packaging application which has the title referencing StringTablem. When lunch the application with editor and standalone, it's not crash. It' not occur 4.20, and crash with 4.21 and ...
When sRGB unchecked in the texture editor it can lead to textures being washed out in UMG ...
Light baking of a ton of static meshes causes Swarm to crash due to "Index was our of range". I confirmed that it can be reproduced with the sample project they sent us/ The error log I got is... ...
I confirmed in UE4.21.2. I attached the project to reproducte the problem. ...
Crashes when exiting PIE while executing multiple async tasks. By explicitly executing EndTask and FinishAbort of RecieveAbort, this caused by performing out-of-range in array access to InstanceStac ...
As part of RecreateClothingActors(), the master pose component is not checked for a valid mesh and therefore when TransformComponent->GetComponentSpaceTransforms() is indexed into, crashes can occur ...
DDX and DDY no longer work properly close to the camera in 4.21 on Android in OpenGL ES 3.1. Worked in 4.20, no longer works in 4.21 or 4.22. Originally reported as Oculus Quest specific, but repr ...