A user reported that attempting to create an installed binary build of the Engine using BuildGraph will fail. This seems to be because we include the UE Simplygon implementation, but do not disable ...
In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an array of size 2 Source Context: 363 return OwnerController->GetPawn(); ...
If a client hitches while a server performs a seamless travel, the client will get multiple lines of logspam of these warnings:Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/ ...
Using the command in the repro steps on Linux will cause the Editor to crash and CrashReporter to pop up with a callstack. This behaves differently when tried on Windows with -vulkan. The project ...
This report has been logged due to a high volume of submitted crash reports. Additional information is currently unknown. User descriptionsDeleted 3 rocks from mesh folder and accepted to delete e ...
The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
Using a struct containing an instanced object property as the value for a TMap results in a crash if a Blueprint of the class containing the TMap is subclassed and the child Blueprint is opened the ...
Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...
The panning in the Tap Delay Submix Effect does not always match its assigned Pan in Degrees value. Specifically, the left and right side appear to be reversed on Stereo setups. In addition, in 5.1 ...