An attached actor's relative location isn't correct on the client when the actor has its position changed to that of the parent actor before attaching with the "Keep World" location rule. On the cli ...
Starting with UE 5.4, function FNiagaraRendererRibbons::GenerateDynamicData() from file [NiagaraRendererRibbons.cpp] attempts to calculate DynamicData->MaxAllocatedCountEstimate as such: DynamicDat ...
Numerous LogMetal: Warning: AsyncCopyFromBufferToBuffer on overlapping ranges Warnings Warnings do not appear to be linked to any visual/performance problems in the editor. Could be safely ignored. ...
This problem seems to occur because Rotation is not taken into account when calculating Weight. I have confirmed that it can be solved by calculating the rotation as follows.float ULandscapeCompone ...
An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...
The viewport cursor will continue to display off of the actual viewport until the widget ends if the border component actually extends. This has not been tested with any other template. Regression ...
If a user edits a instanced variable which is nested inside two other instanced variables in blueprint editor, a crash will occur ...
Calling Get Material Index node with an invalid slot name will produce a return value of -1. Passing this value to a Get Material node causes the editor to crash. ...
If you merg actors with LODs with the setting LODSelection Type set to "Use all LOD levels" then apply a material to the element 0 assigned to LOD1 the engine will crash. NOTE I wasn't able to rep ...
This ensure has occurred with some frequency in the 4.14 and 4.15 releases, and has been reported in the linked UDN post. Though this Jira links to one specific CrashGroup in CrashReporter, there a ...