Navigating to a level with a skeletal mesh asset from that level copied to the clipbard from the world outliner will cause the editor to crash. This can currently only be reproduced in the TM-Contac ...
Effects Quality settings within the device profiles, or even set in the .ini file seem to be ignored. Even when you're calling sg.effectsquality in the console command, it's ignored. The only way I ...
Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...
BoxCollison's OnComponentHit event is not triggered when BoxCollison hits a spawned actor with simulate physics enabled. The event is triggered if the same actor has been placed in the level beforeh ...
Drag and drop operations don't work correctly when "Render on Phase" is enabled in a retainer box. When "Render on Phase" is disabled the drag and drop operations work as expected. In 4.23.1 the dr ...
A crash occurs when reimporting a SpeedTree asset after clearing the material billboard element and setting it to the default world grid material. The licensee reporting the issue mentions to worka ...
When using a mesh as an Instanced Foliage Actor the Levels of Detail are always rendered. The user reporting this issue mentions he needs to use extreme different LOD value ranges for screen size wi ...
User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...
This is regression from 4.10 functionality. When assigning the Android Back Button functionality in a GearVR project, the back button will now bring up the Oculus Home Screen asking if you would lik ...
AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...