Crash in FPipelineFileCacheManager::RegisterPSOStats

UE - Rendering Architecture - Oct 25, 2024

The game can crash when one thread clears RunTimeToPSOUsage while another thread is expecting it to contain a PSO it is registering stats for. Thread A:  calls CacheGraphicsPSO() Thread B:  calls C ...

Intermittent Crash using Rewind Debugger in Game Animation Sample

UE - Anim - Gameplay - Oct 25, 2024

Licensee is reporting an intermittent crash when using the rewind debugger in the Game Anim Sample. ...

Editor crashes if close while Perforce providers have work in progress

UE - Editor - Workflow Systems - Oct 25, 2024

This is from this UDN [Link Removed] ...

Crash when pasting category

UE - Editor - Workflow Systems - Oct 25, 2024

The following code example will generate category rows with nullptr assigned to OnPasteFromTextDelegate which causes a crash if the user tries to paste onto a row. Once you have this code create th ...

Long thin splines with wide tangents do not generate correct collision geometry

UE - Graphics Tools - Terrain - Water - Oct 24, 2024

[Image Removed] [Image Removed] ...

Users are unable to create projects when the default project location is a networked drive

UE - Editor - Workflow Systems - Oct 23, 2024

There have been multiple reports of this issue, particularly from schools, over the last 10 years:https://forums.unrealengine.com/t/invaild-folder-path-with-network-user-drives/283475https://forums. ...

GAS: Initial OnRep_SpawnedAttributes from DefaultStartingData clears attribute values for already replicated ActiveGameplayEffects

UE - Gameplay - Gameplay Ability System - Oct 23, 2024

Context The property 'DefaultStartingData' in AbilitySystemComponent can be configured from blueprint to spawn default attribute sets. This happens OnRegister. For runtime spawned actors like pawns ...

TraceString for TChar strings has an erroneous return statement leading to unreachable code

UE - Foundation - Insights - Oct 23, 2024

In StringTrace.cpp, the TraceString(const TCHAR* InString) function has an erroneous return statement before UE_TRACE_LOG_DEFINITION within the branch checking if the string is already in the set. ...

D3D12Texture::Lock incorrectly sizes staging buffer when locking block compressed resources

UE - Rendering Architecture - RHI - Oct 23, 2024

D3D12Texture::Lock computes the size of the staging buffer on Line 1541 of D3D12Texture.cpp. This size uses the RowPitch, which for BCn resources encapsulates the size in bytes of a single row of bl ...

Objects animated in Sequencer fail to trigger collisions against stationary characters with character movement components

UE - Gameplay - Player Movement - Oct 22, 2024

When an object, such as a cube, is animated in sequencer and that object's path intersects a stationary character with a character movement component, the object will pass through the character with ...