User reported that Soft Object Pointers may not fire RepNotifies properly. This is likely also the case with Weak Object Pointers (and other similar wrappers). The main problem is that these all ge ...
If an ActorComponent contains a UObject property of a type that is DefaultToInstanced, any time a Blueprint of a class containing that ActorComponent is compiled the UObject value is reset to None. ...
Per Licensee: Hello, We are migrating our project from 4.18 to 4.19.2 and we are encountering various crashes while opening our material and material functions. I'm adding a simple test case here. ...
Using Granular Synth with Stream Cache enabled, Granular Synth will stay silent since it cannot load the sound with Stream Caching turned on. This was reported and tested in 4.25 (CL-13144385). Thi ...
The issue occurs when you simply move the material node itself and click the 'Apply' button to begin compiling shaders. Once it has completed, the number of texture samples increases for the Stats a ...
No user comments in crash group 208 check(Layout.ResourceOffsets.Num() == NumResources); 209 210 for (int32 i = 0; i < NumResources; ++i) 211 { 212 ...
Various users have reported seeing the default UE splash logo appear briefly before their custom launch screen appears. This was reported to have been seen in 4.25, and did not occur for users in 4. ...
Seamless travel seems to not be functioning properly. With Run Under One Process set to false and Seamless travel enabled, the ServerTravel command is not bringing the server to the specified map. ...
Macro libraries try to support guid-based renaming: when a specific macro is renamed blueprints using the old name will automatically point to the new name and work properly. However, this fixup hap ...
For devices without framebuffer fetch we are relying on undefined behaviour for depth reading with decals, mod shadows and depth reading materials. (ES2 spec: 3.8.6 Texture Framebuffer Attachment). ...