Nanite custom depth rendering doesn't "de-jitter" the view parameters for custom depth rendering when r.CustomDepthTemporalAAJitter is set to 0. This was discovered by a licensee and reported via U ...
This issue is caused by us forcing user defined structs to be loaded as part of AttributeTypes::Initialize. That is called after at the ObjectSystemReady run phase during engine initialization howe ...
If a project from UE 4.27 or earlier has a blueprint with a reroute node dangling (no outgoing connection) from a Custom Event Node's delegate pin (red), this blueprint will crash when loaded in UE ...
User reported that upon removing a pin from a Sequence node the editor crashed. This only happened once, so may be a multithreading race condition or there may be additional unknown factors. The cra ...
A user has reported a failing ensure in FMRSWRecursiveAccessDetector::AcquireWriteAccess(), a race condition that has a small chance of happening when launching the editor. FLiveCodingModule::Start ...
This was disabled for clang a long time ago in CL 3019423 due to a codegen crash but seems like the bug is fixed now ...
Arithmetic assignment operators seem to be applied twice when committed in the Niagara stack. This occurs when entering *= 2.0 for example into a float input. This may be the result of the SNiagar ...
FHLSLMaterialTranslator::ParticlePosition does not return Previous information when request which can result in bad motion vector calculation. ...
This problem seems to occur on both CPU and GPU Sims. ...