[CrashReport] Assertion failed: bIsRoutingPostCompilation == false [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TextureCompiler.cpp] [Line: 245]

UE - Texture - Jul 25, 2023

Made From CrashReporter To remain Glitter compliant logs can not be linked from Crash Reporter. Should you need logs you will have to get them from Crash Report. ...

Console history in packaged game is not saved

UE - Foundation - Core - Jul 25, 2023

Console history is saved correctly in 5.1. The cause is input.ini in EnhancedInput and InputDebugging added in 5.2. Removing these files are a work around. ...

DataValidation System Implemented in EditorUtilityBlueprint Subsystem Crash

UE - Editor - Content Pipeline - Jul 24, 2023

Implementing data validation via an Editor Utility Blueprint works fine in the editor, but when run via the commandlet, the blueprint won't load the editor utility subsystems (i.e. Static Mesh Edito ...

When creating a new NiagaraSystem using existing system, the DefaultEffectType set in ProjectSettings is not reflected.

UE - Niagara - Jul 24, 2023

When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...

FMaterialResource::IsDualBlendingEnabled bug

UE - Rendering Architecture - Materials - Jul 24, 2023

The user has a proposed fix for this in the case. FMaterialResource::IsDualBlendingEnabled needs the following modification that includes MaterialInstance check: bool bMaterialRequestsDualSourceBle ...

Unable to load ASTC_HDR cube texture on IOS

UE - Rendering Architecture - RHI - Jul 24, 2023

Project include a hdr texture "desert_outer_hdr" Texture size is 512*512*6, compressed with ASTC 6x6 HDR profile Stride should be: ceil(512/6)*16 = 1376 bytes However, if connect to xcode debug, ...

URigVMBlueprint::CompileLog can spam the editor log when verbosity is set to Log

UE - Anim - Rigging - Control Rig - Jul 21, 2023

It seems that URigVMBlueprint::CompileLog is spamming the log whenever a call to BP_SCOPED_COMPILER_EVENT_STAT, including for blueprints that are unrelated to control rig.  The log messages are only ...

Crash when converting non-WP maps containing landscape with OnlyMergeSubLevels enabled

UE - World Creation - Worldbuilding Tools - World Partition - Jul 21, 2023

When trying to convert a non-WP map with OnlyMergeSubLevels enabled crash after a while ...

Full Body IK does not work properly when root bone has large scale

UE - Anim - Rigging - Control Rig - Jul 20, 2023

FBIK becomes extremely unstable when the root bone scale has a value other than 1. ...