First discovered this on Linux in //UE5/Main. In the repro, you play from level 2; if you opened Level 1 and played from there, the same outcome would occur. LogNet: Warning: Travel Failure: [Clien ...
Repro Rate 15/25 Regression set to Yes as this was not found on //UE5/Release-5.2 CL 26001984 Binary Building Nanite with a Landscape that has a material including Landscape Visibility Mask still ...
Deleting all jobs after rendering queue with executor causes an assertion to fail. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 by utilizing a For Each Loop and Delete Job node ...
Strong object reference properties of an 'EditInline'-decorated UCLASS type embedded within a native C++ struct definition can be instanced at edit time by the user as part of a variable's default v ...
New elements are not being initialized properly when setting up the default value for arrays of user-defined structures in nativized Blueprint C++ constructor code. ...
When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. Howeve ...
Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...
You can right click a level asset in the editor's Content Browser and do the action Source Control > Diff against Depot. However, this does not provide a useful diff window. It currently opens the d ...