The Max Deviation setting for a static mesh LOD is never used for Mesh Reduction. This results in incorrect values for automatically computed LOD distances, because the calculation uses the Max Devi ...
It may occur that during loading screens, materials using material layers will load with GWhiteTexture before the real textures are ready. This seems to be because of a race condition due to PostLoa ...
Using Convert Actor when the wrong level is selected can cause the actor to move levels. This doesn't seem to happen with every actor type but is 3/3 reproducible using the steps provided. User Des ...
The UnrealVS add-on appears to install correctly in Visual Studio 2017 (resolved in [Link Removed]), but it does not appear to be working correctly in that version of Visual Studio once it is instal ...
Project showing the issue attached. Variables in child actor template not updating based on changes made in child actor's construction script. Per licensee, "I'm basically trying to make a child a ...
I was unable to reproduce this locally, but a licensee reported having trouble creating a local installed build of the Engine with only Visual Studio 2017 installed. The licensee reported that the S ...
Easing curve handles are interactable on tracks that do not support them. ...
From User: When frequently terminating and re-initializing the FConstraintInstance, there appears to be a leak when cleaning up the disabled joint, which leads to an ever growing list that gets sort ...
RemoveAfterSecondsLambda in AddTimedDisplay function may access released memory during level transitions. The following workaround works : void UViewportStatsSubsystem::AddTimedDisplay(FText Text, ...
When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...