A Salesforce ticket reports that entering the above code into a custom node in a Material Function causes a crash. I was able to repro his crash reliably. This is a regression. Working as expected ...
Changing the scale of an actor with the level editor gizmo follows a very different codepath than changing it via the details panel. A side effect of this seems to be that line traces will no longer ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Packaged game without IOStore never hits this error. ...
Tagged bindings aren't deleted when their object binding is deleted in the sequence. ...
Renaming a renderer in a parent emitter reverts the name of the renderer in the child emitter. ...
When loading a new level via the Open Level node in Blueprints, the World Settings do not update the Applied Reverb Effect. When trying to reproduce the issue in 4.25.4, issue did not occur (the rev ...
Niagara components don't null check their tick functions, and can cause a crash as a result. Compare to UParticleSystemComponent::TickComponent which does. It's fairly common in the engine to pass n ...
In 4.26.1, if you remove the collision module from NiagaraSystem, the Precompile will not occur. ...