We've noticed an inconsistency with UMovieSceneSequencePlayer::GetEndTime(). It does not take into account DurationSubFrames. See UMovieSceneSequencePlayer::GetDuration() for comparison. Also, the c ...
A licensee reported that two SkyAtmosphere texture resources do not have proper memory transitions added by the RDG. This happens because in VolumetricCloud.usf, these textures are referenced via Vi ...
This Jira was created from the linked EPS case: =============================================== This issue is caused by FSharedStruct batching reachability requests to the same underlying FInstan ...
User reports that UserSceneTextures used in Post Process Materials are only correctly rendered inside the left eye in VR. ...
There’s a potential issue with some changes we made to UMaterialInstance::GetParameterValue (https://github.com/EpicGames/UnrealEngine/commit/8f2bebb008ba645f5938da844cd46b0925322b13). It seems as t ...
The FWidgetAnimationState::OnStopped delegate is getting created when the widget anim state is being destroyed and then queued to be executed later. Something is happening between the queue and the ...
The ListStreamingTextures command causes a crash in FRenderAssetStreamingManager::HandleListStreamingRenderAssetsCommand when there is a virtual texture that uses crashes when encountering one of t ...
When using Substrate in Blendable GBuffer mode, a material with the single layer water BSDF node produces a shader compiler error : MaterialEditorStats: Error: [SM6] Shader debug info dumped to: "\ ...
StateTree fails to transition to the next child state in a tree where the parent state has a task such as Debug Text which does not influence state completion. The ST atttempts to transition from Le ...
Toggling the Custom Items and Inventory setting and then closing the editor without saving can lead to a mismatch between the Project Settings Custom Items feature and the IslandSettings object in t ...