USkeletalMeshComponent::CalcBounds updates CachedLocalBounds by transforming the world FBoxSphereBounds, by the WorldToLocal transform, which is not sufficient to calculate the bounds in local space ...
This is a trending crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred, but at least two of the affected projects are being creat ...
Apple forces developers to code sign an app using the latest code signature format and IPP needs to support it. a related link: [Link Removed] ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
Corrupted data was previously handled gracefully without crashing, but in 4x14 the same data crashes the editor. ...
If the user moves the RecastNavMesh actor in the level, the navmesh will be offset each time they change a Display setting in the Details panel. ...
deleting the code "&& SimulationStages[i]->bEnabled" in UNiagaraEmitter::GetScripts will bypass the problem [Image Removed] ...
Disabling the 'Use Landscape Lightmap' when using procedural foliage, will skew the placed instanced meshes. Regression? Yes, this issue did not occur in the 4.13.1 release. ...