When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...
Going fullscreen/stereo on/enableHMD causes a play in standalone to go unresponsive and render as a black screen. Found on: Binary 4.9.2 release (from launcher/portal) UDN: https://udn.unrealengin ...
New elements are not being initialized properly when setting up the default value for arrays of user-defined structures in nativized Blueprint C++ constructor code. ...
When a Chaos joint constraint is first created, having linear/angular plasticity enabled will unexpectedly force its linear/angular drive position target to zero on initialization, disregarding the ...
When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...
A crash is occurring when attempting to slice a procedural mesh that has the Create Other Half option enabled. Found in 4.13.0. Reproduced in Main CL 312 ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
A licensee encountered a crash during InjectTranslucentLightArray: according to them they fixed the issue in ShadowProjectionCommon.usf: /** Cube map texture. */ TextureCube<float> ShadowDepthCub ...
Internal Compile error received from rearranging Format Text nodes Output Log of Error: LogBlueprint:Error: [compiler] Error Internal compiler error inside CreateExecutionSchedule (site 2); please ...
This is a common 4.18 crash that occurs before projects load. All cases experience the "RESET" error. Possibly just driver issues? Source Context 188 // Workaround for the fact that i ...