On file [Engine\Source\Runtime\AIModule\Private\EnvironmentQuery\EnvQueryManager.cpp:812], function UEnvQueryManager::CreateQueryInstance() uses StaticDuplicateObject() to create a new UEnvQuery* (d ...
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If DynamicDebugging is enabled, the output extension in the LiveCoding manifest is ".alt.dll", but the actual built DLL does not include ".alt" in its name. This mismatch causes an error. ...
The WeightBuffer passed to the shader does not reflect the SkinWeightProfile. The work around is : void FOptimusSkinWeightsAsVertexMaskDataProviderProxy::GatherDispatchData(FDispatchData const& In ...
There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...
Reparenting a MaterialInstance that uses Material Layers to another instance with a different layer configuration can cause the editor to crash when opening the Layer Parameters tab. This appears to ...
If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible. The behavior only shows after d ...
The LightMixer window is making all scene lights visible once you toggle a single light as visible. Any light source (except SkyLight) will be turn visible once a single light is made visible using ...
If in use, DPI Awareness is set after the initial window size is set. For a Windowed window, the settings are unable to restore the prior resolution settings on an application restart due to the pr ...
Setting a Skeletal meshes collision preset to CharacterMesh introduces problems with spawning and teleporting a pawn driven with Mover. ...