Assertion fails when a struct is opened with a BP class reference stored and with that struct as a variable in the BP class that's referenced.

UE - Gameplay - Blueprint - May 10, 2022

Assertion fails when a struct is opened with a class reference stored and with the struct as a variable in the class that's referenced. A restart is required in order to see this occur. Repro Rate: ...

Preview weight on Landscape Layer Sample affects Grass Output on landscape disregarding layer info

UE - LD & Art - Modeling Tools - Landscape - May 10, 2022

Preview weight on Landscape Layer Sample affects Grass Output on landscape disregarding layer info Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did NOT occur there ...

AEditorFunctionalTest doesn't show up on Frontend automatically

UE - LD & Art - World Building - World Partition - May 9, 2022

AEditorFunctionalTest causes assert in WP map

UE - LD & Art - World Building - World Partition - May 9, 2022

"Assertion failed: Pair != nullptr " when trying to create a basic test with AEditorFunctionalTest in a WP map. ...

Custom UVs don't store information properly in layered materials.

UE - Rendering - Materials/Shaders - May 9, 2022

[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...

The "Meshes" value of the LLM for dx11 is considerably larger than that for dx12.

UE - Rendering - May 9, 2022

We hope that the difference in GraphicsRHI will not cause such a big difference, but we need to make sure that there are no measurement omissions in the case of DX12.  ...

LLM "graphics" in DX12 is always 0

UE - Rendering - May 9, 2022

FPackedRGBA16N is divide by 32768 twice in NEON/FPU

UE - Platform - Mobile - May 6, 2022

BloomIntensity is applied twice on mobile

UE - Platform - Mobile - May 6, 2022