An assert fires related to the node index for the linked animgraph node being the same as the node index for the root node in the linked anim graph. Can be worked around by commenting out the check ...
It has been noted that the default BelowNormal process priority set in UnrealBuildTool is not handled well with the Gen 12 Intel CPUs as processes are only scheduled on the E-Cores which causes degr ...
Binding lifetime sections aren't meant to overlap, but duplicating one, or pasting one can cause them to overlap, triggering an ensure. Duplication and copying and pasting are typical actions, so th ...
Subsurface scattering is disabled on all OpenGL platforms despite the shaders being properly translated & OpenGL platforms supporting the relevant CPU-side APIs. This also affected Metal for the WWD ...
On the Material Expression Reference Page, located here:https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ExpressionReference/index.html Material Expressions has an image numbered ...
When repeatedly loading and unloading sublevels with a NavBoundsVolume, it will cause a crash when using a NavModifierVolume. When the NavMesh is unloaded, it seems that the number of the DirtyLayer ...
A number of utility functions are provided in UEdGraph_ReferenceViewer for building menu extenders. This class was originally included in the engine as part of the ReferenceViewer module, but was re ...
Animation metadata doesn't seem to properly support metadata with instanced subobjects, and breaks upon recompile when the data is reserialized. This seems similar to [Link Removed] and the other is ...
OpenGL is supported but deprecated in 4.26 OpenGL4 is deprecated, you can comment this back in to add it to your targeted RHI list If you comment this back out you can package for Linux without an i ...
When NetworkRemapPath was refactored in 4.26 to support replay connections via the rep graph, the check for duplicate level id on the driver was lost in the new code path. This causes the demo driv ...