Custom expression additional outputs are considered (0,0,0) when connected to WPO. ...
Reported in SF [Link Removed] When setting Animator tools to use Collision mode for video, the loop speed of the animator will be twice as fast as specified in the video export. Attached a sample ...
Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly framerate/timing dependent. Limiting ...
After mesh painting on a BP Static Mesh Actor, and "Apply instance changes to Blueprint" the added virtual texture is removed with the log:LogTexture: Display: Building texture TwoD: /Game/FirstPers ...
The FWidgetAnimationState::OnStopped delegate is getting created when the widget anim state is being destroyed and then queued to be executed later. Something is happening between the queue and the ...
The ListStreamingTextures command causes a crash in FRenderAssetStreamingManager::HandleListStreamingRenderAssetsCommand when there is a virtual texture that uses crashes when encountering one of t ...
When using Substrate in Blendable GBuffer mode, a material with the single layer water BSDF node produces a shader compiler error : MaterialEditorStats: Error: [SM6] Shader debug info dumped to: "\ ...
The Editor crashes when applying a Material with a Distance Cull Fade node to a Decal Actor. Fatal error: [Link Removed] [Line: 730] Missing uniform buffer at slot 2, stage SF_Pixel. Please check ...
When iterating through the struct’s properties to check if the values have remained the same, it seems as though the SectionIdToPlay has changed, causing validation to fail (see attached log snippet ...