There's a cook determinism issue in the way UObject unversioned serialization handles UObject pointers pointing to garbage. Depending on GC timing, it can either be skipped (as a property matching C ...
When a heterogeneous volume actor is used with a volume material in a debug build, the following ensures are triggered: Ensure condition failed: UniformBufferValue || EnumHasAnyFlags(AutomaticallyBo ...
Copying a grouped MaterialInstanceParameterDetail property that has spaces on it's name does not enclose it in double quotes, and later pasting won't work as expected. The licensee noticed this in a ...
Loading UWorldPartitionHLODSourceActorsFromCell takes a lot of time in editor + PIE when it contains a lot of actors per UWorldPartitionHLODSourceActorsFromCell (between 2K and 2K actors). ...
Customer-reported bug in TextLayout (AllowPerCharacterWrapping): Issue seems tied to bHasTrailingText handling in TextLayout.cpp (~line 694). The remainder handling after wrap inserts an extra break ...
A licensee wanted to report some missing PSO Precaching they found, which they have fixed locally: 1. UCableComponent doesn't implement CollectPSOPrecacheData or call CheckPSOPrecachingAndBoostPri ...
A pawn using the physics mover and using AI movement can sometimes gain an ton of velocity quickly upon colliding with another physics object. It seems to fix it self and revert back to it's origina ...
Context Level Instancing is a level-based workflow designed to improve and streamline the level editing experience. In a standalone Level Behavior, when the Level Instance Actor is loaded through it ...