SynthComponent does not execute OnStop() after calling Stop(). OnStop() will be called in PumpPendingMessages() via OnGeneratePCMAudio(). But after stopping the AudioComponent, the procedural Sound ...
Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode Hi, We have a material that uses the Depth Fade node for the Opacity and Base Color. However, the engine cras ...
The Niagara preview viewport seems to be fixed at a 30fps update time, which makes it difficult to fine-tune short lifetime FX. It would be good to either have options for viewport max fps, or for s ...
Using the "Automatic" option to compress animation results in crash 100% in UE4.10 but does not occur in UE4.9.2. *Regression ...
attached video below if you are unsure of repro ...
Editor session crashes applying Built Lighting in a level containing Static Foliage. Note: this crash does not occur if the Instanced Foliage Mesh has mobility set to "Movable" within the Foliage D ...
Crash occurs in FGPUBaseSkinVertexFactory::FShaderDataType::UpdateBoneData() on RenderThread2 at the following line: check(NumBones <= MaxGPUSkinBones); The problem seems to be a race condition ...
The editor is not allowing users to save or close a project after an .FBX file has been copied to the project's Content directory and allowing the Content Browser to discover the change in source fi ...
While investigating [Link Removed], I have found that GLSLBackend always automatically generates render target location indices, regardless of user-specified ones via SV_TargetX HLSL semantics. Rel ...
Attempting to package a runtime plugin (does not occur with a Development plugin) in a Blueprint project fails in 4.21 Preview 2. This also causes some Editor files to be deleted, including the Modu ...