Enabling the disaster recovery plugin causes a memory leak when importing and editing a large amount of textures. This can result in either a system lockup or a crash. ...
Decals fading in with Fade Duration set to zero. Found in 4.21 CL# 4753647, 4.22 CL# 7053642, 4.23 Preview 5 CL# 7838574 ...
Copying and pasting audio subtracks will paste the parent track and its subtracks not just the selected subtrack. ...
When a strong pointer is set to null the packaged build of the game will immediately close. No crash logs were were made and no Saved folder was made (<Project Name>/Saved/Logs). An example project ...
Regardless Niagara or Cascade, dynamic parameters for particles are passed to pixel shaders from vertex shaders via InterpolantsVSToPS. It can cause a precision error on some materials, for example ...
Systems that have more than one emitter that both have unique spawn rate curves will only used the most recently added emitter's spawn rate curve for all emitters. ...
it appears that meshes cannot be removed from the main pass and still write to the custom depth pass when using ES3.1 ...
When importing a static mesh into a project with the appropriately named materials in it already they won't apply to the mesh automatically when setting Search Location to All Assets without being i ...
Replay System throws an Ensure during demoplay when calling it in a different Level. The error is thrown at Source\Runtime\Engine\Private\RepLayout.cpp]. It does not prevent the Replay from being pl ...
If the file path with the asset contains a project name, the cooking file pathlength is incorrectly increased. The following code in ContentBrowserUtils :: GetPackageLengthForCooking causes this is ...