This is a trending crash coming out of the 4.18 release. User DescriptionsWas moving assets that were migrated from another project. Source Context 451 if(bClearMeshes) 452 { ...
Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. EnumBugBP uses two enum cases and three argument cases for 6 total permutations:Enum w ...
When using shared samplers in the material do not adjust quality when adjusting the console variable or texture quality in Engine Scalability for SG.TextureQuality. Attached is an image for demons ...
Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...
Android Cook fails when a MetaSound Source object is referenced utilizing FObjectFinder in C++ Repro Rate: 3/3 UATHelper: Cooking (Android (ASTC)): LogInit: Display: LogMetaSound: Error: Target int ...
The Material should be contracting and expanding if it is working correctly, but after version 4.16 it is not. Instead it is solid in appearance in the material editor viewport. Below I have linked ...
When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...
Gil's new loading path may already walk away from this issue. But here's some thing I tested locally if we want to fix this. A simple way to fix is to simply add BulkDataAsync.Deallocate(); ResetA ...
After deriving a C++ class from another class and then closing the editor, the project will crash when reopened. This crash will continue until the project files are regenerated and the project is r ...
Attempting to create a local binary build of 4.22 using Visual Studio 2019 (with no other versions of Visual Studio installed) currently fails with several warnings and errors, including the followi ...