In a Geometry Collection, enabling Nanite Fallback in a Nanite Enabled collection won't generate a Physics Body when Nanite is disabled. To verify this, follow the steps provided in the Steps to Re ...
Update (5/4/15): New repro steps using Main (//depot/UE4/Promotable-CL-2535351): 1. Create a new Blueprint project 2. Create 3 new Levels: MainMenu, Lobby, and Level 3. Create 3 new GameModes: Main ...
From Customer: UE 5.3 update broke Unreal Insights adding GPU timers into graph tracks. Debugging the code and cross checking with github/p4v I guess it broke in this revision: Timer graphs no ...
This is a longstanding but infrequent Mac crash that has occurred since at least 4.15. Users have not provided any descriptions. Callstack from Log[2017.11.19-04.18.41:283][ 0]LogSlate: Took 0.000 ...
Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...
Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior. In the repro project provided (see addl in ...
This seems to only affect an emitter and not a system asset. ...
Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
Array is -1 indexed, causing a crash. Fix is already in Dev-VR. Integrate to 4.13.1 (CL 3106922) ...
Currently some (if not all or most) foliage CVars affect both foliage and HISMC. It would be nice to split this so that users can change the values of one without affecting the other. ...