When rendering a Light Function into the Translucency Lighting Volume, the World Position Material Expression returns the position relative to the Camera (unrotated), not the World. This can be mor ...
When "RBF Interpolation" is enabled in the Groom settings, applying an Animation Sequence to a Skeletal Mesh that animates at a position far from the world origin causes the bound Groom shape to bec ...
Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
Workaround is to specify Binding Overrides on the LevelSequenceActor through its Details panel as such (while editing the LI). ...
This is not a regression. Tested in //UE4/Release-4.27 CL 18319896 Making changes to a Camera Shake while previewing the Camera Shake triggers an Assertion upon compiling. ...
No user comments in crash group 169 (uint64)PlatformMemoryStats.AvailableVirtual, 170 (uint64)PlatformMemoryStats.UsedPhysical, 171 (uint64)PlatformMemoryStats.PeakUse ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
No user comments in crash group 1511 if (PreferedLOD >= 0.0f) 1512 { 1513 PreferedLOD = FMath::Clamp<int32>(PreferedLOD, FMath::Max((float)FirstLOD, MinValidLOD), FMath::Mi ...
In the UE5 case, we end up seeing very harsh lines in both the gradient and the distance to nearest surface examples whereas the results in 4.27 appear smooth. It was also interesting to observe c ...
Comment for user in crash group:Just add automotive project to my account, add it as 4.18, and each time trying to laod it, it crashes... 174 if (GWarn) 175 { 176 GMallo ...