This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Adding a variable to a Structure after packaging then repackaging causes the package to fail. ...
Bink MediaTextureResource assets cause a graphics API crash, due to a missing UAV flag. The Licensee has proposed a fix to add the TexCreate_UAV flag. ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984 The editor crashes when a physics asset of an animation with rigid body collides with geometry collection. ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
Users affected: 51 Total occurrences: 90 Last occurrence: November 19th 2024, 3:25:41 am First occurrence: August 7th 2024, 8:10:10 pm Latest version: ++UE5+Release-5.5-CL-37670630 Platform: Win64 [ ...
User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...
RHIinit() calls GRHICommandList.GetImmediateCommandList().GetContext() to make sure that GDynamicRHI->Init() initialized the immediate command list (by calling FRHICommandListImmediate::InitializeIm ...
Static meshes that use Nanite never write to RVT. We've been recommending a workaround to create a secondary non-nanite mesh component that only writes to RVT, but that is a big overhead for product ...
Even with the “Editable when Inherited” flag set in the blueprint class static mesh component, the BP instance collision preset cannot be set to one different from the BP class collision preset. The ...