Looks like this was introduced as part of PR#5337 [Link Removed]. It forces bProcessFeedback to always be true regardless of the paused state. ...
This was found as a result of Licensees doing a Code Review of the Engine code. Here's the code snippet in question. It seems to be missing a line similar to Vertex->TangentY = InTangentY;.: int32 ...
Since a player controller only exists on the server and on the owning client, calling a multicast from one isn't really a supported operation. However, this case is still handled cleanly when RepGra ...
In C++, a replicated property's RepNotify function can include a parameter that represents the property's value before the new replicated value was applied. In blueprints, RepNotify functions are no ...
This issue is not present in 4.25.4 You can also avoid the problem if the LoopBehavior of the EmitterState is Multiple and LoopDelay is enabled. [Image Removed] It seems to be a binding of certai ...
Currently r8Unorm_srgb is required by virtual texture lightmap, and the Metal RHI simply forbids r8Unorm_srgb on Mac platform. Since the latest MacOS 11.0+ have the support of r8Unorm_srgb, we shoul ...
During end play in editor, there is an access violation referencing WorldSettings from SpringBone. In the attached project, the character registered in the sequencer uses the "SpringController" no ...
D3D11Commands.cpp is doing FName resolutions in the critical fast path. This looks to be a regression from the memory freezing refactor. ...
The sphere cast module has some custom HLSL that calls QueryMeshDistanceFieldGPU, the signature for the function changed, but the HLSL wasn't updated to match so it fails to compile. ...
The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...