When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels. ...
A race condition occurs in the InitSplineVertexFactory_Internal }}function call, which is distributed across multiple threads. This causes {{FSplineMeshVertexFactory to be instantiated multiple time ...
A licensee reports that the color picket widget in Unreal Editor closes whenever a blueprint actor (map placed instance of an actor blueprint) receives a property changed event, even if the change e ...
When using the following RHI/Render thread/GT sync configuration:r.OneFrameThreadLag 1r.GTSyncType 1 The previous skinning bone data can be corrupted and introduce visual artifacts on everything us ...
Options -> Presets -> Copy to Workspace copies the selected preset's category choices into the workspace sync filter but drops the preset's Custom View lines. Binding the same preset through the Syn ...
In the Sync Filter dialog (Options -> Sync Filter -> Current Workspace), selecting a preset and clicking OK saves the selection correctly and it is applied at sync time, but reopening the dialog sho ...
Textures from VirtualTextureCollections appear blurry because the correct mip level isn’t shown unless FVirtualTextureCollectionResource::InitRHI is modified in VirtualTextureCollection.cpp withProd ...
UE 5.8, cooked build, SSAM enabled (s.StreamableAssets.UseSimpleStreamableAssetManager=1, required by FastGeo). Symptom: characters spawn at a crude LOD and can never stream up for the lifetime of ...
`ZipArchiveTest.cpp` fails to compile for non-editor targets in Development configuration. `FZipArchiveCompressTest::RunTest` constructs `FZipArchiveReader`, which is editor only, but that section ...