When there are a large number of static meshes within the Foliage paint mode, some of the mesh thumbnails are duplicated and do not accurately reflect the correct static mesh to paint as foliage. T ...
Upon exit it appears that some resource is trying to clean itself up after the RHI has been destroyed. Call stack (approximated) looks like: FOpenGLDynamicRHI::InvalidateTextureResourceInCache() ~F ...
Trying to deploy a project that uses an external plugin (not located in either Engine/Plugins or Project/Plugins) will fail. The error message states that it is looking for the plugin to be located ...
When running a launched or packaged version on an Android device, if there is a particle emitter, it follows the camera looking up or down. If you have more than 1 particle emitter, it seems to corr ...
When using a blueprint with a destructible component, you can call the SetCollisionResponseToChannel node of that component in the construction script. As a result the engine will crash when attempt ...
'Get Closest Point on Collision" node is used to determine the distance between a primitive component (target) and another specified location (Point) as well as provide the point on the target. Thi ...
AGameModeBase::GetGameSessionClass wasn't properly returning the set GameSessionClass. ...
A crash is occurring on project load when attempting to use GetParentActor and cast that to a Parent class that contains a child actor component inside of that child actor component's blueprint. T ...
This looks like a bug with shader pipeline compilation and custom expressions. ...
// enforce color target is <= depth and MSAA settings match if(RTTDesc.Width > DTTDesc.Width || RTTDesc.Height > DTTDesc.Height || RTTDesc.SampleDesc.Count != DTTDesc.SampleDesc.Count || ...