There is a major performance drop after 4.18 when calling draw material to render target. This is an issue reported by many community members, and there seem to be additional reports with different ...
When the 'Show Friendly Variable Names' option is set to false in Editor preferences, attempting to create (once you press 'Enter' to accept the new Blueprint name) or open a Blueprint causes the ed ...
SphereReflectionCaptures are not properly destroyed when deleted, and still take up space in the AllocatedReflectionCaptureState array. After reaching 341 SphereReflectionCaptures, the only way to c ...
Using Game Mode instead of Game Mode Base causes the Begin Play event to trigger in a different order. This is shown in the reproduction with the Begin Play of the Player Controller and the Game Mod ...
SceneTexture:SceneDepth node is not properly compiled in ES3_1. Regression? yes, It is working in 4.20.3 launcher version. This log come up with compile failure LogMaterial: Display: Missing cache ...
When Having a SkeletalMesh or Static Mesh, you can control Material Parameters directly. Something like that is missing for Post Process Materials. Matinee had a generic Float or Vector Track.If Se ...
This is a common crash in the 4.16 release. Affected users have not provided additional information. Source Context 1795 // Some tasks can only be done once we finish all scenes/viewports ...
In UE 4.21, The current functionality that exists for DECLARE_EVENT Broadcast() does not function as the docs describe: [Delegate Events|https://docs.unrealengine.com/en-us/Programming/UnrealArchit ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
This only affect Launching on code projects. Packaging code projects works fine.LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Unabl ...