The deadlock occurs when attempting to cancel compression during animation sequence destruction. The compression thread ends up deadlocking with the game thread, which is the one requesting the canc ...
The cursor position is no longer updated during drag and drop, so drag-over events cannot respond correctly. Commenting out the following code in WindowsCursor.cpp works as a workaround ( the behavi ...
Multiple shot tracks are a problem source, and UE seems to try and pre-empt them by disabling the menu option to add a second one when one is already in there. Duplication, however, is still permitt ...
When using the DynamicMaterialParameters Niagara module in UE 5.6, 5.7, and UE5-Main (CL 50298778), updating an emitter causes Boolean values, such as Index0Float0Write, to reset to default values, ...
Context When crouching and uncrouching with Mover’s DefaultMovementSet, the pawn capsule’s half height is changed. This behavior mimics the CharacterMovementComponent. To ensure the pawn’s feet sta ...
UMassAgentSubsystem::HandlePendingInitialization creates a single FEntityCreationContext that is reused across all iterations of the PendingAgentEntities loop. When SpawnEntities eventually calls in ...
Overview: A report has been received regarding a memory leak that eventually leads to OOM crashes when s.StreamableAssets.UseSimpleStreamableAssetManager=1 is enabled. In projects that utilize this ...
When a GameplayAbility is ended from within a child AbilityTask, the AbilityTask is not cleaned up correctly. As a result, even though the GameplayAbility is no longer active, the AbilityTask contin ...
When an additive transform track is locked, pressing the “S” key does not add a new key to the sequence. No key is added to either the additive track or the base transform track. What the user expe ...