This crash is a regression from 4.22.3 (CL-7053642). If lighting is built by selecting "Build Lighting Only" the Editor will not crash. This does not reproduce on Windows with -vulkan. This was rep ...
When using a Two-Sided Material and Shadowing Two-Sided for a Plane or Landscape, with non-flat normals, there are parts of the material which are still illuminated. I have provided a test project ...
Renaming a function category from a Interface class which a class inherits from causes crash. ...
A user reported that the FOculusRiftHMD::EnablePositionalTracking() function is missing a call to UpdateHmdCaps() so that the status of the HMD is correctly updated. The user's suggestion for this ...
I checked the c.haos code quickly. I think it caused by the function "bool FInitBodiesHelperBase::CreateShapesAndActors()". In this function, the CreateActor_AssumesLocked function will ignore the s ...
When a node has a variable assigned to one of its pins. You will get a crash every time you add a pin. I am sure this goes for all nodes with with the "add pin" functionality [Link Removed] ...
If the name of a UFUNCTION parameter matches the name of a previously defined UPROPERTY variable, the project will fail compile due to the following reason: Function parameter: '[Variable/Paramter ...
Setting the arrow size of an added arrow component via the Construction Script, does not update unless the 'Set Arrow Size' is plugged into the 'Set Arrow Color' function. The expected outcome woul ...
A licensee mentioned that If you see ALight::Destroyed() in Engine\Source\Runtime\Engine\Private\Light.cpp, you can see Super::Destroyed() is't called in the function. ...
When an instanced mesh that is added in the construction script is far enough away from the root component and has it's lighting baked the shadow will not render or will render incorrectly. This w ...