While using the commandlet for RebuildPackages with -BuildLighting and having any sub-levels with level transforms will be added to the current position each time this commandlet is run. As an exa ...
Packaged game crashes with empty callstack when exiting game through steam VR overlay. The application is exited but is fallowed up with a crash ...
If FActorSpawnParameters::bRemoteOwned is set to true, calling SpawnActor with this spawn param on begin play has different behavior than calling the SpawnActor elsewhere during runtime. If using n ...
LineTraceComponents do not return the correct HItLocation from Procedural Mesh Components. ...
The alpha channel seems to be offset in the x and y by 1024 pixels this has been fixed and attached for analysis. ...
When the users causes a component to automatically change its Mobility setting by changing that setting on a parent or child component, undoing that change only affects the manual change caused by t ...
If you merg actors with LODs with the setting LODSelection Type set to "Use all LOD levels" then apply a material to the element 0 assigned to LOD1 the engine will crash. NOTE I wasn't able to rep ...
Currently, we allow occlusion culling on WidgetComponents regardless of whether or not depth test is enabled. This makes it challenging to make a widget render through other actors in the world, sin ...
Dynamic Collections do not display any results upon being created. Please note that opening a project that had a Dynamic Collection already selected may show the results at first. This is only tempo ...
If a Curve Float local variable is created for a function, it will be garbage collected when garbage collection occurs. This causes the process to crash due to an null pointer error whenever it is r ...