[CrashReport] <unknown module>!NvClothPROFILE_x64!physx::shdfnd::Array<nv::cloth::`anonymous namespace'::VertexDistanceCount,nv::cloth::NonTrackingAllocator>::growAndPushBack()

UE - Simulation - Physics - Aug 9, 2018

No user comments in crash group 760 PX_ASSERT((!capacity) || (newData && (newData != mData))); 761 copy(newData, newData + mSize, mData); 762 763 // inserting elem ...

Simulated ability tasks not being cleaned up in UActorChannel::ReplicationMap

UE - Networking - Nov 20, 2018

I've noticed the issue occurring in both 4.20.3 (CL 4369336) and 4.21.0 (CL 4541578). The user on AnswerHub has also noticed the issue in 4.20.2 (CL unknown) and claims the issue did not occur in 4. ...

"Convert to Blueprint" removes ability to edit component properties

UE - Gameplay - Blueprint - Dec 4, 2018

As noted by the user in the linked UDN question, this seems to be a problem with the PointLightComponent property on APointLight not having the VisibleAnywhere property descriptor. Also as noted, th ...

Skel Vert/Surf Emitter Location Local Not World Space

UE - Simulation - Physics - Character - Jan 3, 2019

A Skel Vert/Surf particle system attached to a cloth actor spawns particles around the origin instead of around the actor. ...

Pressing ESC while on a drag operation makes drag visual to be disappeared and OnDragCancelled not to be called.

UE - Editor - UI Systems - Dec 11, 2018

DragDropOperation is removed when pressing esc button. but this is skipping OnDragCancelled so it can disrupt user's UMG drag operation logic.  ...

When using Lighting Scenario, loading order will affect how it's applied to the instances

UE - World Creation - Worldbuilding Tools - Foliage - Mar 7, 2019

When using Lighting Scenario, loading order will affect how it's applied to the instances, resulting in corruption if content is loaded after the lighting scenario ...

Niagara GPU particles will always have a lifetime of one second if they use a Collision Module

UE - Niagara - May 2, 2019

GPU Particles will always have a lifetime of one second when using a collision module. This is a result of an issue with how off screen timing is handled. GPU particles that are off screen should on ...

RenderDoc plugin crash exiting

UE - Rendering Architecture - RHI - May 23, 2019

Review/unify dithering and fading systems

UE - Graphics Features - Jan 25, 2016

High priority item: "Hi guys, I was looking to a GPU capture of our foliage and all draws were set with the KILL_ENABLE register enabled. This register force off Early Z rejection since the GPU ha ...

Rounding errors are present in FJsonValue::TryGetNumber(int64&) and FMath::RoundHalfFromZero()

UE - Foundation - Core - Mar 8, 2019

A licensee reported a bug in rounding of a call to FJsonValue::TryGetNumber(int64&) with large values.  In investigating this, it appears that equivalent problems also exist in FMath:: rounding func ...