If an instance starts seamlessly travelling while talking in the session's voice chat, the ensure in FScene::Release will be hit, often with the instance then crashing soon after (such as in FAudioD ...
FVirtualTextureBuiltData::GetNumMips() can return 1 fewer mip than it should due to a potential clamping issue at the end of FVirtualTextureBuilderDerivedInfo::InitializeFromBuildSettings() where it ...
When used as part of the fast path in an ABP, variable Blueprint Getters are not used. If something with a getter that does not conform to or is supported by fast path, is used then fast path should ...
When changing a property on a large number of textures via the Property Matrix, memory usage can spike to over 26G. Tested in Main (Promotable-CL-2423505) Probably related to [Link Removed] ...
Loading the same level twice through Load Level Instance BP Node will cause issues with levels containing Landscape as they will end up with the same GUID and the underlying systems do not support t ...
Set Resolution Scale Value to 100 returns inf (infinate) value. The resolution returns an incredibly high number (ex: 9,223,372,036,854,775,808) or "inf" ...
"Dead Trail on source lost" doesn't seem to work consistently. This is apparent when the source emitter's duration is longer than the particles being emitted. This bug also occurs if there is vary ...
This is a new D3D crash affecting multiple users in 4.14 Preview 1. It is currently the #1 crash in the Preview. Information provided by users:Just pressed create project...Openning QA Game with - ...
Even after assigning associated bones and mesh to the module, the emitter is spawning a number of sprites at the emitter origin. See Picture Attached This may be related to an earlier reported iss ...
We are testing the new Windows Mixed Reality native support and have found that the trigger mapping to a button is working, but the trigger mapping to an axis is not, i.e. the event MotionController ...