The CVar "r.Shadow.Virtual.Cache.DrawInvalidatingBounds" referenced in the official 5.4 documentation for virtual shadow maps, no longer shows any bounds as the underlying code seem to be removed in ...
This is a trending crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred, but at least two of the affected projects are being creat ...
Editor crashes if a blueprint has "Can Ever Affect Navigation" changed multiple times and is compiled. Crash link: [Link Removed] Frequency: 4/4 ...
In Persona, moving a socket around is not affected by any changes to snapping (scale or size). Rotation is affected however. This is similar to [Link Removed], but according to James Golding there ...
BRANCH: MAIN CHANGELIST: 2322258 PLATFORM: Windows DESCRIPTION: When using a texture sample with the MipValueMode to MipLevel or MipBias with a value of 4 or higher will cause a crash. ...
i had an AWS EC2 g3.4xlarge instance(Nvidia M60 card). I could run 4.22 packed PS application correctly. When switching to 4.24.1, I got the following error when trying to start the application wit ...
Crash Report [Link Removed] Bugg 38910 After updating project from 4.6.1 to 4.7, user experiences unexplained crash when playing in editor. *In addtion to the crash report, the user provides a lot ...
Licensee reports that Procedural Mesh Component is apparently limited to 4 UV channels, which indeed appears to be the case (e.g. UProceduralMeshComponent::CreateMeshSection arbitrarily processing 4 ...
Lower framerates directly affect the velocity of a character's movement if that velocity is provided by another source. ...