A crash from bad memory access can happen when clearing the textures in a Texture2DArray asset. This appears to be because the order of operations when deleting the platform data is: ``` if (Privat ...
When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...
User report: I want to run iOS shaders with half precision floats as I do on Android. If I disable Force 32 bits Floating Point Precision, there are unfortunately a bunch of shader compilation error ...
When the boolean is set on a child skeletal mesh, looks like it gets reset Specifically , at UActorComponent::ConsolidatedPostEditChange forces a reconstruction of the Blueprint, making the trans ...
When custom RayTracingGeometry is created, a crash is triggered by an assert at: Engine\Source\Runtime\Engine\Private\Rendering\RayTracingGeometryManager.cpp line 252 "Unexpected entries in BuildP ...
Works fine in 2023.1 ...
When the user attempts to place an object on a tracked plane it slides around the environment not staying in the expected place. Using the ARDebugcheck project with the show planes option you can se ...
When static lighting is built for a landscape with "Use Material Position Offset in Static Lighting" enabled it causes an editor crash. Licensee mentioned it was likely caused by a commit for 5.4, C ...
It appears that painted Weightmaps have inconsistent mappings between Nanite and regular landscape, BUT only if those landscapes are created in a World Partition level, landscape in regular levels d ...