Editor hits Asserts when trying to use debug rendering such as ShowFlag.LODColoration

Rendering - RHI - Sep 22, 2020

The assert in BasePassRendering.cpp:693 fires, crashing to desktop when using this console command in the editor, in PIE, and closes out the window when playing in Standalone. Does not crash when us ...

DX12 crash by lost device while building PSO

Rendering - Sep 22, 2020

It seems to be occurred when exiting fullscreen exclusive mode during the PSO build. And it seems to happen during the loading screen as well as the PSO build. What I suspect is that when focus los ...

Crashing when Google Resonance is used with Soundfield Submix

Audio - Sep 17, 2020

When PIE'ing and stopping PIE with Google Resonance in use, the engine crashes after PIE session ended. Crash appears as a result of the Soundfield Submix's Soundfield Encoding Format being set to ...

Crash when quick binding a function in a class that extends LevelSequenceDirector

Tools - Sequencer - Sep 16, 2020

The purpose was to create a Level Sequence Director inheritance class so that the same event could be reused in multiple sequencers. Attempting to quick-bind this base Level Sequence Director event ...

r.ShaderpipelineCache.StartupMode=0 does NOT work property

Platform - Mobile - Sep 16, 2020

r.ShaderpipelineCache.StartupMode=0 is a option for stop precompile using PSO Caching, but it doesn't work property. After CL-5837455, FShaderPipelineCache::ResumeBatching() is always called in FEn ...

Crash occurs when RayTracing.ExcludeDecals is enabled

Rendering - Ray Tracing - Sep 16, 2020

The cause of the crash is out-of-range access to the array. ExcludeDecals eliminates the mesh instance to which the decal material is assigned, but it seems that the MeshCommand has been registered ...

Crash occur when switching the Ray Tracing shadow function when only shadow is enabled in the Ray Tracing

Rendering - Ray Tracing - Sep 16, 2020

According to the licensee, this problem is caused by a variable inconsistency in Cvar. The cause seems to be the difference between the CVar reference when generating RayTracingSceneRHI and the CVa ...

Functions containing Unicode characters break nativization on Clang-hosted target platforms.

Gameplay - Blueprint - Sep 15, 2020

The UHT boilerplate code that's generated from a converted Blueprint class header file generated from a Blueprint class containing one or more function names with non-ASCII characters will fail to c ...

Crash running construction script after compiling BP function library

Gameplay - Blueprint - Sep 15, 2020

Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...

Crash renaming nested struct member while the pin is split on a node

Gameplay - Blueprint - Sep 14, 2020

Crash occurs when the user renames a nested struct member variable while there's a struct pin split in a blueprint. ...