When closing a media player asset in the Oculus Quest the Clear Color is ignored and the last frame is left on frame shown. This happened whether I ran the project both while the Quest was and was n ...
This is a trending crash occurring in 4.17 and 4.17.1. Users have not provided any descriptions of their actions when the crash occurred. Source Context 345 if(Params.bTryAutoFix && Param ...
After adding C++ to a content-only project, Create Session no longer works in a packaged game. The following warning appears in the log: LogScript:Warning: CreateSession - Invalid or uninitialized ...
The issue occurs when you simply move the material node itself and click the 'Apply' button to begin compiling shaders. Once it has completed, the number of texture samples increases for the Stats a ...
From licensee: The height of Nanite rendered landscape does not match the height of non-nanite landscape. The error gets worse if you increase the Z Scale of the landscape actor. Our project rec ...
Calling SetActorLabel causes an actor's components to return to default states when called from a client accessing a listen server outside of main editor process. Note: User posted code linked to ...
When the "Enable Zero Iteration" and "Use ML Audio for Zero Iteration" settings are both checked, the audio doesn't play inside Unreal Editor. This happens in the following cases:Playing an audio fi ...
When an actor spawns another actor using AddChildActorComponent that comes alphabetically before it based on blueprint name it will spawn an extra actor that will persist when the scene is stopped d ...
User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...
When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...