This seems to be a new crash coming out of 4.18. It is not very widespread at the moment, but the callstack is very similar to [Link Removed], which was fixed for 4.18.0. Users have not provided a ...
GetCurrentPlayers() is returning 0 each time it is called, regardless of how many players are connected to the server. ...
DLC update from 1.0 deletes staging folder which unable to make incremental(patch) chunks. ...
Foliage Instance Static Meshes do not affect the Navmesh. I tried changing the Custom Navigable Geometry to 'Yes' & 'Even if Not Collidable' but got the same results. Repro Rate: 4/4 Tested this i ...
DitherTemporalAA's output contains some noise even when Alpha Threshold is set to 0. ...
Replays start playing before the player finishes loading into the level. From the player's point of view the replay starts playing 3 seconds into the replay instead of playing at 0 seconds. The pl ...
Licensee has 4 Services that aren't being initialized with their respective Tasks when they Plays in Editor. If the Behavior Tree is opened first, the warnings do not appear. All 4 of the Services h ...
FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always. Because of FLLMTracker::FLLMThreadState::GetFrameStatTotals don't amount to about CustomTags. Following code will ...
8 bit textures are darker than 16 bit textures inside of editor. ...
The base color is brighter on Nanite meshes than non-Nanite meshes when GBuffer Format is set to "Force 16-bits per channel" (r.GBufferFormat 5) even though the meshes are using the same material. ...