Generated from CrashReporter Crash only occurs when packaged. ...
I've tried implementing BP logic off an EI Event using Any Key, never executes. Tried having the associated Input Action have Consume Input set to true- still nothing. I'm not sure what the expect ...
Iterative and Incremental cooking are supposed to recook packages when their "inputs" change. Most of the time inputs are the package file itself and the other package files on which it has dependen ...
Resonance Reverb Effects are not working on Audio Gameplay Volumes. They are working on legacy Audio Volumes. ...
When lumen enabled, and with static lighting disabled, we expect the Material AO to contribute to diffuse lighting occlusion. However AO from decals does not have any effect. ...
This seems to be because the ModuleUsageBitmask is hardcoded as Particle. Sig.ModuleUsageBitmask = ENiagaraScriptUsageMask::Particle; UNiagaraDataInterfaceGrid2DCollection::GetFunction { ... ...
In NormalizePackageNames() (PackageUtilities.cpp), there is a PackageFilter parameter, which can be set to exclude developer packages (NORMALIZE_ExcludeDeveloperPackages). The code only checks the b ...
Under certain network emulation settings, it looks like outgoing packets from the client will be dropped in groups (around 4 or more packets at a time) rather than individually. This leads to the ac ...
(Enduring Games) I investigated it and found that the following primitive data flag test in BasePassPixelShader.usf fails: (GetPrimitiveData(MaterialParameters).Flags & PRIMITIVE_SCENE_DATA_FLAG_DE ...
Tested in: //UE5/Release-5.1 CL22346211 Crashed with Assertion //UE5/Release-5.0 CL20979098 Crashed with Assertion Crash occurs when a Constant Vector 4 and a Screen Position node are passed into a ...