FRegisterComponentContext::Process() in ActorComponent.cpp iterates over SendRenderDynamicDataPrimitives and calls SendRenderDynamicData_Concurrent() on each. The existing guard checks ::IsValid(Pri ...
Asynchronously loading a level that has one or more Actors using the "Async Load Primary Asset" node will enable dirty grug for that level asset. The cause is a modified code(CL-3764602) for the [L ...
When importing a Static Mesh into UE4 that is using the SOCKET_ naming, and is part of a Level of Detail set, the socket is discarded. If the Level of Detail set is removed from the Static Mesh, t ...
For 4.27/5.0 (as part of [Link Removed] Closed ) we changed the asset manager's settings to be a key-indexed config array wh ...
Error log is output when including spaces when packaging binary configurations. The following log contains the string "Test Test" with spaces in the file path. ERROR: Failed to copy D:\Projects\Te ...
The description of SpringArmComponent's "Use Camera Lag Substepping" option says "sub-step camera damping so that it handles fluctuating frame rates well". However, as noted and explained by a licen ...
On component activated (Particle system) doesn't trigger correctly it does however work for the character movement component and the mesh component. If you select the print as a break point the eng ...
The cause was that the information remained in Rows Disabled of Track even though it returned to one Track by the delete operation from the state where there was a child Track of multiple rows. As ...
A sequence made from a sequence actor component doesn't play audio in editor or in PIE when the child of another actor or track. This was reported and tested in 4.22.3 (CL-7053642). This was reprod ...
This is a common crash occurring for users in 4.16. It is spread out among around 60 different CrashGroups in CrashReporter, because every case has a slightly different callstack. This appears to ...