This appears to be some form of type confusion. In editor, the type of the result pin is a Packed Level Actor Class Reference, but at runtime, the returned value is a BlueprintGeneratedClass. ...
This appears to happen with both Virtual Shadow Maps and Cascaded Shadow Maps. ...
Spawning an actor with Chaos cloth causes a hitch when LODs or Self-Collision are enabled on the cloth. LODs and Self-Collision seem to compound the issue. Self-Collision requires a collision simul ...
In addition, we can find "Main audio device could not be initialized. Please check the value for AudioDeviceModuleName and AudioMixerModuleName in [Platform]Engine.ini." log message in the engine. ...
Level Sequences can mark the level they are in as modified without modifying them, as well as get themselves into a state where they modified themselves when saved. ...
A subtle yellow tint color shift occurs when Lumen is active due to usage of R11G11B10_Float targets, mostly from r.Lumen.ScreenProbeGather.SpatialFilterProbes where we ping-pong between R11G11B10_F ...
The log output in ValidateStaticUniformBuffer, lists hashes that do not correspond to the actual shader name which makes it difficult to track down problem shaders. The current log output code is ...
FFragmentTypeParameters misses a default initialiser for FFragmentTypeParameters::Flags. This can lead to Flags being left in an undefined state, which can ultimately cause non-determinism during th ...
The duplication of an imported mesh wrongly marks it as also imported from the source mesh. The probable cause is data duplication without taking this edge case into account. I suggest checking Unr ...
Creating a new Curve Table asset, and then trying to use the right-click menu "Add Key" option does not do anything. FRealCurveModel still has the function, but it is left intentionally empty despit ...