It seems like WriteFileList (TempStorage.cs) is not respecting the enginePath as set from horde context. _localDir in TempStorage.cs seems to be based off of the RootDir (details here). Proposed ...
Context: FGameplayAttribute's details customization lets designers pick any attribute property from any UAttributeSet class. Problem: This currently displays all properties of UAttributeSet class ...
A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...
A user reported an issue where the cones that represent angular constraints in the PHAT editor are not rendered if Separate Translucency is disabled. This may be related to another issue with Separa ...
This is a common crash in the 4.16 release. Users have not provided any descriptions, so additional information is currently unavailable. Source Context 804 elseif (USkeletalMeshComponent ...
Using Alt-Drag to move a copy of an actor from the persistent level to a sublevel (when the sublevel is selected as the current level in the Levels window), the persistent level is getting marked as ...
In engine version 4.17 and later the Post Process Materials node is not present. This option allowed for custom Post Process Settings. Other nodes are still present and working as intended. This iss ...
Translucent meshes and particles behind an actor who's surface material uses SceneColor node are not rendered properly. Changing the view angle of the camera causes the translucent meshes to "pop" ...
There is an issue occurring where after the map built data is made building lighting on a level causes the level to become dirty. this occurs even if anything in the level has not been changed excep ...
When a breakpoint is hit in a BT Task, if you attempt to use CTRL+P to search for and open the BT the task is being run in, try to resume execution, and then return to the original BT Task Blueprint ...