"Hello, we've found a quirk with ABP's pose watch and compatible skeletons. Same setup as above. We have skeleton A as the base and skeleton B as a compatible skeleton. They both share similar hiera ...
This seems to be a result of how the changemask is handled for fast arrays. Because the changemask is a fixed set of bits (defined by IrisFastArrayChangeMaskBits), a single bit can represent multipl ...
I first came across this bug when I was working with Actor Sequences and noticed that the door I had opening would snap back when I tried to close it. Later I discovered that the issue was with play ...
Adding various collision types to a single mesh will cause it to hard crash the editor. No Crash Reporter window will open. Note that this happens with the user's mesh, but I was not able to repro ...
Since the change to Subsurface Profile shader in 4.14 their use with ambient cubemaps have started giving blown out results that come back either white or very desaturated in the viewport. The curre ...
A licensee reported an issue where mouse events are not able to be used as touch events on Android apps. This was specifically reported on and tested on Chromebooks. After working with Chris Babcock ...
The UDN has a possible fix for this issue in the Component Type Registry You can use the following as a test C++ class: #pragma once #include "CoreMinimal.h" #include "Components/ActorComp ...
This looks like it can be fixed with an early-out when the passed array of indices is empty. Log:[2024.01.03-16.38.36:091][291]LogOutputDevice: Warning: Script Stack (1 frames) : /Game/BP_Crashy.B ...
Calling UStaticMeshComponent::GetMaterial() during a Blueprint compile on load can cause the Material shader to fail to compile because GetMaterial will trigger a PostLoad call on that Material and ...
Simple HUD in Topdown template will have rendering errors if played in Immersive mode (F11). It will cause a white flickering line on the left and top of the window that will start to blur as the p ...