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 ...
Using tessellation on Landscapes causes a greater impact in performance than what is expected. In the screenshots provided there is a comparison between tessellation disabled and flat tessellation ...
A crash occurs when importing any SpeedTree asset with the default import settings. The user reporting the issue says "the crash occurs if I have import WIND AND SMOOTH LOD checked like the default ...
It appears the custom hit testing logic of WidgetComponent handles click positions well via UWidgetComponent::GetHitWidgetPath adding virtual mouse coordinates to the arranged widget, but mouse move ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
CopyFile function in CommandUtils.cs assumes that an exception will be thrown if the number of retries is exceeded, but the loop condition prevents it from being thrown. Following fix works:publics ...
SetMaterial allows the user to add a Material which updates the GetMaterials array but not GetNumMaterials. The user who reported this was trying to add a material to a skeletal mesh during runtim ...
PhysX throws warnings (which are escalated to errors) when CCD and Kinematic are in invalid states (they can only be enabled exclusively). The code to fix this has already been submitted, but may c ...