When a room component is added in C++ via the actor constructor, an ensure is triggered from precaching and the groom component. Behavior also observed on UE5/Release-5.5, CL: 40988944 ...
FKConvexElem::CalcAABB was ignoring the elements currently defined transform, and only scaling. This means that any actor that has a transform (not just Merge Actors) could potentially have very dis ...
When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...
This is a regression Tested in: //UE4/Release-4.27 CL18319896 Binary //UE5/Release-5.0-EarlyAccess CL16682836 Binary Under the same conditions in UE4 the On Hit events fire accurately and as expect ...
This is a regression from 4.24.3 CL 11590370 This was discovered when ad-hoc from home I ran into this by running this set up https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/Cle ...
Large texture crashes during Oodle compression with "-stompmalloc". It appears to be an internal Oodle error. Also tested on //UE5/Release-5.5/, CL: 37463908 ...
When building reflection captures through the ResavePackages commandlet, it frequently triggers an ensure inside of ReflectionEnvironmentCapture.cpp. If distributed shader builds start causing prob ...
Indirect lighting samples were not made correctly when building lighting with umap duplicated via the content browser and registering both source and destination as sublevels in one map. ...
Internal Compile error received from rearranging Format Text nodes Output Log of Error: LogBlueprint:Error: [compiler] Error Internal compiler error inside CreateExecutionSchedule (site 2); please ...