FNiagaraParameterStore::UnbindAll() may be called from both GameThread and RenderingThread. Each may modify the same Binding array, it causes infrequent crashes. In my environment, I was able to r ...
The editor crashes with a failed assertion when opening a blueprint actor that contains a structure with instanced objects. ...
Touch position return wrong data on Pixel 6 and Android 12. it does not occur unless the device is rotated from the initial state. As far as I investigate, the touch position only return data from ...
This a regression Event Track option is missing from the +Track within the Actor Sequencer Component's options. ...
Reported here: [Link Removed] > See this commit: > > https://github.com/EpicGames/UnrealEngine/commit/acd754e12dc9a7ffc7f173c8433a6bafc0262b51#diff-b18d4f9b879748fdacff2caa885b231e8c9e0b899d90d5d ...
A similar problem can be seen with Virtual Shadow Map. It switches to a distinct shadow after a certain distance. ...
When change the shading model, can also change the blend mode. ...
This is not a regression. After creating a C++ based Game Instance the Editor crashes if you compile twice then play and stop. ...
Normally during seamless travel, the GameMode and GameState are only kept when traveling to the transition map, not when going from the transition map to the destination. If these actors are kept al ...
Only 2 digits are visible in the size box that holds values between 1.0 and 0. Meaning most values will contain 3 digits. This is different from UE4 where more digits are visible. ...