See the UDN question (duplicated below). I think we need to better manage the lifetime of the event we use for synchronization here. We are experiencing an issue where when FPlatformMisc::Request ...
This issue occurs when merging static meshes that have multiple LODs. If they are using UV1 for lightmap index, after merging, the UV1 of the result for each LODs will all be differents, making the ...
Showing the mouse cursor and holding down the left mouse button while dragging will cause the MouseX event to broadcast incorrect axis values. ...
Screen Space Reflections have a visible lag on opaque materials compared to transparent/additive materials. See [Link Removed] ...
[Link Removed] Licensee is using the chunk downloader. On Shutdown method of their GameInstance, they call FChunkDownloader->Finalize. When they quit the game (Alt+F4) during a chunck download an a ...
This issue is resolved by changing Paper2D's LoadingPhase to PostConfigInit, but this is a workaround. We suggest a better long term fix via AssetRegistry changes (see comments). In the default la ...
In FEditorFileUtils::SaveCurrentLevel, we set the default return code as true (success) before checking validity of the current level or seeing if PromptToCheckoutLevels is successful. If we're unab ...
This issue occurs with the Additive and Alpha Holdout settings. ...