When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...
SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...
USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup properties in same PhysAsset, will cause call OwningPhysAsset-> ...
The details are in the EPS : [Link Removed] ...
When "r.CreateShadersOnLoad" is enabled, cooking will crash due to failure to create a shader. This occurs on //UE5/Release-5.5, CL: 41545209 and //UE5/Release-5.6, CL: 45232827 ...
When removing gameplay effects by tag, if the tag that is being removed has other tags that are dependent on it in a cyclical way an "array out of bounds ' error can be triggered. ...
Navmesh has seams between some tiles that are actual edges rather than previously found "gaps" where it was a debug rendering issue. Pathfinding does fail between these tiles to go straight across. ...
Context TOptional<T> is a wrapping struct around a type, that lets the property have an set and unset state, in addition to the property's value when set. It is editor exposed: designers can open b ...
When adding a spotlight to the scene it does not correctly use cached virtual shadow map pages when the spotlight overlaps a mesh using WPO. This can be most easily observed by entering 'Cached Pag ...
Context: By default, Unreal Engine creates both simple and complex shapes, then, based on what the user wants (complex query versus simple query), the physics solver will use the corresponding shape ...