BuildTextMesh function queued as AsyncTasks may be called during saving (renaming) a level containing Text3DComponents. The following workaround fix the problem. void UText3DComponent::BuildTextMe ...
When using the new Draw Material to Render Target function in conjunction with a Material using a masked opacity channel, the render texture is inverted. See attached images for reference. As a not ...
"We've been able to enable velocity rendering when using instanced rendering. However, by looking at the generated vertex shader the computation of the previous position seems to be incorrect: flo ...
Print String does not persist when called on Event Tick within a Cinematic Camera Actor Blueprint. This could be problematic if users have a cinematic camera in their blueprints and using Event Tic ...
AI MoveTo Blueprint node will zero velocity, causing a stop when a new destination is set if the Pawn is currently moving. Regression: Yes Worked: 4.12.5 (CL 3039270) Broken: 4.13.1 (CL 3142249) F ...
The licensee has stated that convex mesh generation is failing in KAggregateGeom.cpp from the function KConvexElem::HullFromPlanes. Here is the code snippet they provided: if(!Polygon.Split(-FVecto ...
Vertex Painting changes collision complexity if the asset is saved while vertex painting. The collision change is set to "Use Complex Collision as Simple". If this is intended functionality there sh ...
The B 3DDraw Mode functionality draws at the wrong rotation for the Velocity Cone module. It seems to draw 90 degrees off. Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P7 (CL - 8115 ...
A crash from bad memory access can happen when clearing the textures in a Texture2DArray asset. This appears to be because the order of operations when deleting the platform data is: ``` if (Privat ...
When setting a project to only use dynamic lighting with the console variable r.AllowStaticLighting=false, the rendering of a Skeletal Mesh in Persona is corrupted. r.AllowStaticLighting=False: in ...