After compiling a data asset blueprint, attempting to open the parent data asset will crash the editor. From licensee: This is because in FAssetEditorToolkit::InitAssetEditor() the objects in Objec ...
The FGCObject::AddReferencedObjects() can be called during the LoadObject for the cloth debug materials, while the material object pointers are not yet initiliazed, causing the editor to crash. ...
When editing the module the call to FHlslNiagaraTranslator::HandleDataInterfaceCall has the usage "Module", so it treads the module as if that was its stack context, even though the module's usage b ...
We've had a couple of reports of the recently added session/client id checks in the StatelessConnectHandlerComponent failing when using SteamSockets. The connections fail with the "Rejecting handsha ...
User reported encountering a deadlock between GameThread and AsyncLoadingThread and provided two callstacks.User quote I've been running into a deadlock intermittently with a custom blueprint conso ...
Debug drawing with AnimDarwDebug~ does not work when RootMotionMode is set to "RootMotion from Everything". In addition, the same issue occurs when MultiThread of Animation is turned off. Licensee ...
FMassArchetypeData::ExecutionFunctionForChunk is using wrong mappings while binding shared fragments. It's using RequirementMapping.ChunkFragments while it should use RequirementMapping.ConstSharedF ...
There are two UDNs related to this issue. It makes the Path Tracer unusable with MGPU, with atmosphere enabled. I already have a one-line fix implemented and tested. The atmosphere scan line arti ...
Licensee reported that alpha blending is done twice in the code below, and the fix below seems to fix it. .\Engine\Source\Runtime\UMG\Private\Slate\SRetainerWidget.cpp From:const FLinearColor Compu ...