There is a one-line fix for this in a shader file, see their PR on GitHub:https://github.com/EpicGames/UnrealEngine/pull/10251/files ...
No Vulkan SDK was installed Crashed on a Nexus 6P ...
The time field of a subtitle is incremented incorrectly at runtime. This is caused by the wrong array being modified by the subtitle manager when queuing subtitles. A fix is provided by the licensee ...
Box select always selects skeletal meshes in ortho viewports, even when not touching the actor. Switching on Strict Box Selection fixes it as a workaround. ...
A crash can occur in FMediaPlayerBase::TickPlayer in Shipping builds. This is because FMediaPlayerBase::NativePlayer is not a thread-safe shared pointer. The fix is to make it ESPMode::ThreadSafe. ...
Continuation of [Link Removed] Previous ticket addressed the crash. However, it didn't fix the FScoedLevelCollectionContextSwitch to allow for demo commands to be run from Execute Console Commands. ...
Retarget source doesn't affect DDC key, so it causes incorrect result. Changing the anim sequence DDC key generation to include it fixes this issue. ...
Events in subscenes can be skipped if playback skips over the end of the subscene before evaluating the event. ECS allows for determinism fences which can fix this issue. ...
The fix for [Link Removed] reinitializes the anim bp whenever the animation section restores state, it may only be necessary to reinitialize it if the skeletal mesh changes. ...
This is an interesting bug because it is only happening on BeginPlay. I guess that there is some order of operations that the camera manager uses during creation that will stop if the game is paused ...