We are seeing TPose issues when swapping between EDL shots on skeletal mesh actors. We have spawned skeletal mesh actors added to a Level sequence that are set to use an animation blue prints which ...
This is a report about three different issues that are tightly related to each other, so I decided to include them in a single report. The behavior of actors spawned by a Level Sequence Player is no ...
User description: When I run two windowed standalone instances to test multiplayer, the unfocused window gets about 2-5 fps...but if I focus on it, smooth 120fps, yet the opposite screen is now onl ...
The original reported behavior called out that filling individual channels did not apply to LODs when LOD Model Painting = False. With changes implemented in 4627582, the initial fill will reach LOD ...
In 4.8.2 QA Build - Making the changes to BasePassPixelShader.usf listed below, adding two texture samples and then using the Preview Arrow toggle on the add node will hard crash the CPU, requiring ...
The following ensure was encountered in the output log:UE4Editor_Engine!FPrimitiveSceneProxy::VerifyUsedMaterial() primitivesceneproxy.cpp:598 UE4Editor_Engine!FMeshElementCollector::AddMesh() sce ...
After testing multiple different ways to get a Media Sound Wave to play in sync with the associated Media Player Asset, I feel it is very hard to get the sound to even play. Not mentioning getting i ...
Having an actor blueprint (A) that contains an array variable of references to another actor (B) that is connected to a Length node and a Vector array that is connected to a ForEachLoop causes bluep ...
This is a specific subset of D3D HUNG crashes from [Link Removed]. This JIRA is for the crashes with the following results from Aftermath: [105]LogRHI:Error: [Aftermath] Status: Timeout [105]LogR ...
4.12 version of the crash: [Link Removed] Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 833] Array index out of bounds: 1 from an array of size 0 Sourc ...