This behavior was not observed up to UE 4.19, but it can be reproduced in all versions from 4.20 to 5.4. When a "Literal Enum" node is used inside a blueprint and an enumeration value is chosen fro ...
Refraction does not adjust the scene depth texture, leading to a mismatch between Scene Color samples and Scene Depth samples. ...
See linked UDN for more info. This issue was reported for Iris, but I believe package map errors occur in the current replication system as well. ...
Based on the licensee's report, the crash seems to be occurring due to the WorldDataLayers actor, and setting this actor to never be dormant seems to resolve the issue. ...
There seems to be an issue with replicated attachments ending up causing cyclical setups resulting in crash on clients. It was reported for 5.2 but even after patching up code it seems to occur. ...
After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...
This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...
The DumpShaderStats console command doesn't output any shader stats because the code to calculate that information in DumpShaderStats (Shader.cpp) is commented out https://github.com/EpicGames/Unrea ...
Non-nanite static mesh components still show an individual highlight outline which individually selected even with other non-nanite static mesh components in the same actor. This is different when t ...