In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
When we create curves on additive animations, we are creating a curve based on whether the curve exists in either the base or additive pose. This wouldn't be the expected behaviour for a user when ...
A material with Shading Model set to Subsurface Profile is no longer affected by Opacity value in 4.17, 4.18, and 4.19 (Main) but was previously working as intended in 4.16. This is a regression. ...
In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...
Calling the NetSerialize() function of FUniqueNetIdRepl from a custom NetSerialize() causes a crash. This only seems to occur when the struct is part of an array RPC parameter. ...
The rules for delta serialization in UE4 are complicated, and the editor tries to hide them from you, which works 90% of the time but can lead to confusion and data loss in other situations. In the ...
When creating Physics Assets, either by automatic creation upon import, creation from skeletal meshes already in the project, or when we press Generate All Bodies (bottom right of a opened Physics A ...
From UDN: [Link Removed] Unable to set a Child ABP with inherited interface to a Linked Animation Layer Instance Class. I have a ABP_Biped which is our main ABP. I have the locomotion (idle+straf ...
This is a longstanding but low frequency Mac crash. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log[2017.10.26-22.22.57:828][183]LogSavePackag ...
When an Instanced Static Mesh Component (ISMC) uses a material with a non-zero Max World Position Offset Displacement, the bounds are correctly expanded at initialization. However, after calling Upd ...