Due to the changes made to subsurface profile (implementation of full resolution skin shading) it now renders white or with heavily faded base colors under certain conditions. In this case it is wh ...
Crash when element is added to a map variable with unhashable key. An error is thrown on compile but an element can still be added under the Details panel of the variable. Crash Reporter: [Link Rem ...
This is a somewhat common crash that appears to occur only in 4.17.1 (possible regression?). Users have not provided any description of their actions when the crash occurs. Source Context 20 ...
When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...
If you scrub past an animation with keep state, and scrub into an animation with defaults everything is fine. When you scrub back to the animation with keep state, the animation breaks, until there ...
Both versions works correctly if HISMC is pre-placed (generated in ConstructionScript). Only when generated dynamically does it fails. The Navmesh isn't being updated after SetStaticMesh and AddInst ...
This was reproduced both in Match 3 and a new BP project with a custom launch image. Note that on Pixel 2 the BP project behaves a little differently than Match3. It displays in full size, then s ...
With the rework of IP address resolution in 4.25, this assert now occurs. When no packet handler is used, UPendingNetGame::InitNetDriver calls SendInitialJoin() immediately, before async address res ...
When adding the Add Component By Class node, choosing a class that has a Relative Transform pin, changing the transform, and deleting the node the editor crashes. I tested this with the Skeletal Mes ...
Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...