Various licensees are reporting data loss on load due to the change that was made for [Link Removed] in which we now defer Blueprint CDO construction on load until the finalization phase. This issu ...
One of the users described this issue as below. "At seemingly random times while working in the material graph, some action will cause a hitch or freeze, and quickly after the engine will crash, an ...
There is an material compile error when using a TexCoord node shared between two Texture samples. The user provided a number of ways to work around the issue, but this issue becomes more problemati ...
When using a calculating the distance between the Absolute World Position (Including Material offsets) and a set Vector value, the correct value appears rendering to a texture's UV in PC Mobile Prev ...
The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...
This is a common assertion that has occurred since at least 4.14 and affected nearly 100 users. The callstack is similar to [Link Removed], which was marked fixed for 4.14. User DescriptionsUndoi ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
Much like [Link Removed] (which I'm backing down on my by design claim), there is an issue where if you previously referenced a component that no longer exists, the correct instanced subobject is lo ...
Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...
When recording shape information, descriptions are offset from the shape. Licensee Message - I noticed that the capsule vis log description labels were not lining up after replaying the recording ...