Unreal Editor can get in an infinite while loop when the action Asset->Source Control->History is used in a Blueprint Asset. Reportedly, this issue is only encountered when using the Branches featur ...
This appears to be an oversight with input parameters. UEdGraphSchema_K2::GetReplaceVariableMenu should also search the list of input parameters when finding matching replacements. ...
When a ComboBox is set as elements in a ListView, it can see that the option is set to the wrong element when selecting the ComboBox. ...
Looks like he data is being lost along the chain from our call to GetCustomUniformBufferResource and is erased in both FPrimitiveSceneProxy::UpdateUniformBuffer and in FPrimitiveSceneShaderData::Bui ...
When opening a Level from the Content Browser, the world gets initialized twice. This initialization process can be quite long, especially for big world using world partition. There doesn't seem to ...
There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...
Blocky artifacts and flickering are sometimes visible when using VRS and decals. Setting r.VRS.Decals=0 removes the flickering. See Additional Info URL for details. ...
The code in MovieSceneSkeletalAnimationSystem.cpp storages montage data on a per skeletal mesh component, per section basis. This (and a few other bits of logic) cause issues for external UDN user w ...
Material Functions cannot output Texture Objects or Booleans. This seems to be because the Material Editor believes that the outputs are Floats, and forbid connections to inputs that take Textures ...