The UStaticMeshComponent.PreviousLODLevel variable always returns 0 no matter what the last LOD actually was. Regression?: No This also occurred in 4.16 ...
This is a fairly common crash that occurs in the 4.17 and 4.18 releases. This callstack was originally being tracked under [Link Removed], but that had specific repro steps that were confirmed fixed ...
Hierarchical Instanced Static Mesh components that contain no foliage are disappearing when ShowFlag.InstancedFoliage 0 is used. This was reported and tested in 4.24.3 (CL-11590370) and reproduced ...
This is a semi-common crash that has occurred since at least 4.17.1. The callstack is nearly identical to [Link Removed], which was fixed in 4.18.0, however the error message and source context are ...
After upgrading from UE5.0.3 to UE5.1, we started seeing this error when trying to build Android Development from Visual Studio (VS2022 17.2.1): Running UnrealBuildTool: dotnet "..\..\Engine\Binari ...
Shader Template files like MaterialTemplate.ush do not submit previous chunks when encountering a `%` character, unless that `%` character is `%s` or `% {...} `. Because the error is happening ...
Note: This is possibly related to [Link Removed]. For some inputs, function UE::Curves::WeightedEvalForTwoKeys() inside file "CurveEvaluation.cpp" can incorrectly return the value of the first key, ...
Reproduced in 4.19.0 CL 3944462 and 4.20 Main Unable to reproduce in 4.18.3 CL 3832480. This is a regression. ...
r.AllowOcclusionQueries 0 skips the call to TrimOcclusionHistory(), so the PrimitiveOcclusionHistorySet container continues to grow. ...
Because UniagaradataInterfaceChaosDestruction::HandleTrailingEvents does not respect incoming TrailingEvent data, the debris velocity during chaos cache playback is always evaluated as zero. The fo ...