Appears to be an issue with load order and the timing of when we populate the 'ShowSpriteCommands' and 'SpriteIDToIndexMap' containers, which we assert on if they're not the same size. The original ...
When you create a blueprint setup with a For Each loop and attempt to use Collapse to Function, the return node is connected to the loop body as well as the completed pin. This causes an issue becau ...
Edit MattK: This seems like more of a cooking issue than an fbx issue. The crash is related to nav collision When adding a FBX import into your project, if you do not close the project out and ope ...
This issue seems to be occurring on a variety of Nvidia cards. So far, I haven't seen any indication that it is affecting AMD graphics cards. The majority of the reports have indicating that the pro ...
When you assign a Material to a Multi-Material Skeletal Mesh via the Mesh's Level Viewport Details Panel, you will lose access to all the other material Elements after the first assignment. For ins ...
When using World Origin Rebasing, it is possible for the camera to offset itself from your starting location when exiting PIE. This will cause the next PIE session that starts at Current Camera Loca ...
When using an Event Generator in a particle emitter that passes velocity for other emitters to inherit, only CPU emitters take on the velocity, and not the GPU emitters. In the test case/project I ...
When a world space widget has their blend mode set to transparent they look blurry in motion. The effect is more pronounced when the camera rotates instead of when it is translated. Found in 4.24.2 ...
The Log Timestamp doesn't display in local time when "Log Timestamp Mode" and "Display Timezone" are set to "Local Time". Found in 4.24.2 CL#11100242 Reproduced in 4.23.1 CL#9631420, 4.26 Main CL#1 ...
Users are reporting hangs after exiting Standalone or other various windows launched through the editor. The resolution has already been found, but I am reporting for transparency. Note In order t ...