I am doing some runtime manipulation of data layers and I am running into a check failure due to a zero guid in FLevelInstanceActorGuid::GetGuid during multiplayer testing. When I debug FLevelInsta ...
A crash occurs when using ray tracing with spline meshes preceded by the following ensure : Ensure condition failed: NumCPUVertices <= VertexBufferNumElements File: Engine\Source\Runtime\Renderer\ ...
Can be mitigated by reopening the Level. There is a repro project provided by the licensee on the case ticket. ...
Context Lumen is the default global illumination and reflections system. Lumen renders diffuse interreflection with infinite bounces and indirect specular reflections in large, detailed environments ...
If placing an actor with SmartObjectZoneAnnotationComponent added to blueprint actor in a level, it will crash when the level open. As a workaround, adding SmartObjectZoneAnnotationComponent to the ...
The problem here isn't obvious: the native enum, EAnotherEnum, is missing the Flags flag for the UEnum. As a result, K2Node_GetEnumeratorNameAsString returns the max enum when it gets a combined fla ...
While we do have an auto cast function that handles an int to string conversion, bitmask ints use a "bitmask" subcategory which thwarts are ability to find the cast function. ...
This is almost identical to [Link Removed]. The difference is that we need a variant of UEnum::GetNameByValue that supports bitmasks. We'll likely have to run this by Core. ...
Bindless textures do not appear to stream mip levels. This issue is separate from an already reported bindless virtual texture streaming issue. When the editor is freshly launched or when mip level ...
The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...