I set the Forced LOD Model on the mesh component > 1, then tried to export, this is what causes the crash. Here is my suggested fix, we just don't use Git or I'd do a PR: In the else() branch of FF ...
This question was created in reference to: [Link Removed] This post references the first post because this problem was not discovered till now. I think it was masked because the issue appears to be ...
Unreal Engine 5.4 code will no longer compile after applying both the RHI improvement code changes as described in [Link Removed] and the fix for the crash described in [Link Removed]. The compilati ...
Intel reported GPU crashes on their hardware caused by divergent group barriers in ScreenProbeConvertToIrradianceCS:[numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, 1)] void ScreenProbeConvertToIrra ...
When a native actor 'AMyActorClass' creates AttributeSets as a default subobject via CreateDefaultSubobject, duplicating an actor blueprint based on AMyActorClass will result in a blueprint with an ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
This alteration was introduced in the 'Found CL' field - and is likely an unintentional side effect of adding SIMD to the solver. There is a repro project attached, open up 'TestMap' and run to see ...
When an emitter's Position Mode is Unset, the particles spawn in World Space 0,0,0. This is unexpected. If the Position Mode is Unset in 5.4, the particles remain in Local Space, which is the inten ...
When Import Materials flag is disabled we still import MaterialInstances currently. If the flag is disabled we should leave out Materials and MaterailInstances on import. ...
When opening a map with ISM in place, NavOctree is not updated because the ISM bounds are assumed invalid and the geometry is not taken into account in the navmesh build. The following log output i ...