The bUseIncrementalLinking option does not appear to actually perform an incremental build when building for the Debug or DebugGame configurations. When a build is performed with bUseIncrementalLink ...
During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...
While setting up whole scene shadows, CasterOuterFrustum is used to cull shadow casters from PrimitiveOctree. CasterOuterFrustum doesn't extend far back enough, which means that if an octree node fi ...
No user comments on crash group ...
Landscape Material renders with missing components when using a 'Landscape Visibility Mask' and deploying to a mobile device. I have found this issue now with an Android and iOS device. I was able ...
When looking at the details of a UObject contained in a Data Asset, some categories are shown even though they should not be. If a category is marked as hidden in the parent class, it will be shown ...
Looks like the issue stems from the DistanceFieldBentNormalAO pass ...
The repro steps are very similar to https://jira.ol.epicgames.net/browse/UE-34241 except that you have to save the static mesh before switching back to the particle editor. ...
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 ...