There is an issue occurring where objects are flickering, and what appears to be jittering at set distances when rendering, increasing the bounds of the mesh pushes the distance for the issue out. T ...
No user comments in crash group 1511 if (PreferedLOD >= 0.0f) 1512 { 1513 PreferedLOD = FMath::Clamp<int32>(PreferedLOD, FMath::Max((float)FirstLOD, MinValidLOD), FMath::Mi ...
Customer Comments: this is just a workflow issue where you need to set the compression settings to normal or tick the sRGB checkbox to fix the shading issue Regression testing done in //UE4/Rele ...
Under certain network emulation settings, it looks like outgoing packets from the client will be dropped in groups (around 4 or more packets at a time) rather than individually. This leads to the ac ...
We've started seeing a crash in editor when re-importing one of our assets. <pre class="ql-syntax">Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 783] Array index out of ...
Deleting the first instanced subobject entry from a default value for a map or set variable can result in accessing an incorrect subobject for the element's value during reinstancing, which can then ...
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 ...
Decals are not spawning correctly when spawning based on a rotation value from the hit normal. There is a difference in how this is handled from 4.10.4 to 4.11 and even 4.12. See attached image fo ...
When unchecking the Occlusion culling option in the project settings, if you place over 1.5k foliage meshes in the world, they stop rendering, the meshes are still present in the level and can be se ...
Marking as a regression as this does not occur in 4.25.4 User description: I want to have UMG UI that persists for the lifetime of the game so I create my root widget and add it to the viewport fr ...