This issue is caused by us forcing user defined structs to be loaded as part of AttributeTypes::Initialize. That is called after at the ObjectSystemReady run phase during engine initialization howe ...
Packed level actors will create ISM instances with inverted normals when the selection of meshes used to create the packed level actor contains a subset of meshes with negative scales. This is the ...
When moving Lighting Scenario Levels and their associated Map Build Data Registry to a new folder within the Content Browser, the references within the Levels tab are updated as [MapName_BuiltData]. ...
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 ...
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 ...
This is a trending crash in the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 892 const FNameEntry* FName::GetDisplayNameEn ...
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 ...
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 ...
When mesh reduction results in a section becoming empty, the material slots are incorrectly assigned. e.g. if section 0 gets removed due to it having no triangles after reduction, then its material ...