A crash occurs after adding an additional camera track, undoing the additional, and then calling garbage collection Appears to be the same callstack found here [Link Removed] ...
Planar Reflections Falling Back to Baked Probes at Certain Angles. Found in 4.21 CL# 4753647, 4.22 CL# 5660361, 4.23 CL# 5974510 Working as expected in 4.20 CL# 4369336 This is a regression ...
Attempting to build the Engine using the Debug Editor configuration results in a build failure related to a string literal (error C2338: Formatting string must be a TCHAR array.). There are three ch ...
We changed the IP address serialization format without bumping the LAN beacon packet version. Should just need to bump it up. ...
When a client operates at a high framerate on a dedicated server, their player movement will become desynced with the server. This manifests in different ways on different versions. In 4.21, it caus ...
When the "Restore Open Asset Tabs on Restart" option is turned on in the Editor Preferences window, closing the Editor while a debugger is attached appears to remove any saved asset tabs from the Ed ...
Using the command in the repro steps on Linux will cause the Editor to crash and CrashReporter to pop up with a callstack. This behaves differently when tried on Windows with -vulkan. The project ...
Having multiple sockets selected results in a crash when attempting to change the names of them all at once. The box to change their names appears to be grayed out but you can still click into it. U ...
Clients crash when being part of a Seamless Travel if there was an active particle system in the level that was spawned at runtime. If the travel is not seamless, the particle system is placed in th ...
After enabling "Support Compute Skincache" in the project settings and packaging a game on Linux, the packaged game will throw an assert. Any setting that turns "Support Compute Skincache" on automa ...