If the level has hidden sublevels, the regenerated navmesh result appears to have a hidden sublevel mesh placed at the origin. Apparently, the reason is that bNavigationRelevant is no longer consid ...
Assertion failed: InputOboeStream != nullptr when changing levels with Android voice enabled User was able to workaround the issue by replacing Audio::FAudioCaptureAndroidStream::CloseStream() wi ...
Creating a UTexture2D the following way does not properly process gradients in the texture: ------ bool Atexture_test_actor::LoadRawFileTest( /* output */ UTexture2D*& image) { TArray<short> v ...
The networking system has a max frame rate of 120hz by default. Inside UNetConnection::Tick it computes an estimated bandwidth by using that max frame rate, the engine's max frame rate, and the actu ...
Reimporting a virtual texture results in a crash. Tested in: 4.24P2 CL#10091930 , 4.25 CL#10183780 ...
This problem is similar to the following case. [Link Removed] [Link Removed] It seems to have been fixed in 4.16, but the licensee reported it in 4.25. ...
I can reproduce it, other developers reported to me too. Not a problem in 4.22 ...
Dynamically created media texture is not applied to assigned meshes. Tested in: 4.23.1 CL#9631420, 4.25 CL#11574810 ...
REGRESSION: This regressed between 4.23 and 4.24 Assets set directly in a soft object reference pin on a blueprint function are not correctly referenced. ...
Wireframe View mode only rendering in Left Eye. Was working pre rendering-refactor (4.21) Confirmed in 4.25 MAIN @ CL 10730208 ...