A Client connected to a Server that then destroys the session and rejoins will be disconnected after a short time. Unable to reproduce in a new project, however this has been reported multiple times ...
Recorded sequences create "Visibility" tracks instead of "Hidden in Game" Tracks. "Visibility" tracks appear to be legacy tracks that you can't create anymore, but is still created by Sequence Reco ...
This is a common crash in the 4.16 release. The callstack is similar to [Link Removed], but that was fixed in 4.16.2 while this crash still occurs. Users have not provided any additional informati ...
The expected behavior occurs in 4.19; unexpected behavior occurs in 4.20 and 4.21. Marking this as a regression. Per User: Reading the LightAttenuationTexture in a material receives interference ...
AI nav walking doesn't allow clients to set a "Base" for the character (SetBase from UpdateFloorFromAdjustment), so there is no floor result on frames where there is a net update. This causes simula ...
We have written a plugin for UE4 that allows Unreal users to import and set up Megascans assets into Unreal Engine. Recently we added Alembic files to our assets and also updated all our plugins to ...
The licensee reports that this issue is caused by the following code not performing a Buffer update. .\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp void FMeshMaterialShaderElementD ...
This may just need to be closed, we may not be able to control this at such a level. This really comes up more than you would guess. I think almost everyone has made a widget, wanted to call Edito ...
CopyFile function in CommandUtils.cs assumes that an exception will be thrown if the number of retries is exceeded, but the loop condition prevents it from being thrown. Following fix works:publics ...
Screen space denoiser creates two types of artifacts: artifacts around boundary for general lighting The artifact is there before 5.2 but since the ray traced shadow denoiser denoises on the sqr() s ...