Shader compile error in function PositionOnlyMain() in ShadowDepthVertexShader.usf if defined INTERPOLATE_POSITION. LogShaderCompilers:Warning: 1 Shader compiler errors compiling WorldGridMaterial ...
This is a regression from 4.27. This is happening because of the change to typed elements. UEditorEngine::PostUndo, when combined with the typed element changes causes the selection set to reorder ...
The crash only occurs if the additional skeletal mesh component is used with Set Master Pose Component (see ToggleAttach function in the TopDownCharacter BP). It doesn't seem to matter what mesh we' ...
The 5.5 version of the CitySample project, particularly the MassCrowd scene, was not properly maintained. The previously working functionality of NPCs being able to sit on a bench is now broken. CAS ...
Context: The Mutable plugin has a modifier node called Clip Mesh With Mesh that allows Static Mesh modifiers to be assigned as the clip mesh. Under certain circumstances, an assert can be triggered ...
You cannot use the key value combo "Alt + F4" as the input for an Action Mapping, whereas you can use "Alt + other F keys" as inputs. (Alt + F4 is a command to close programs in Windows) Expected: ...
When forward shading is enabled some assets will have a shadow flicker along their face geometry. It has a similar look of z-fighting with polygon faces. This issue does not happen in Deferred rende ...
When using the Subobject Data Subsystem (Engine\Source\Editor\SubobjectDataInterface\Public\SubobjectDataSubsystem.h), we often have to work with an instance of FSubobjectData (Engine\Source\Editor\ ...
User comment in crash group:I was try to copy the AI MOVE TO(from pawn sensing) node inside a function, i couldnt copy it because it said conflicting node substituted during paste;, so i tried to cu ...
Context: Data Layers is a system within World Partition used to organize Actors both in the Editor and at runtime. It allows for the user to dynamically load and unload layers in the Editor to help ...