The Packed Level Actor behavior has changed since 5.0.3, exhibiting the behavior described in the Result. I was able to reproduce this 4/4 times on Windows. When testing on 5.0.3, I confirmed that t ...
ScreenPosition UV upside down on mobile. From User: "I believe the editor mobile preview provides "correct" results, while the mobile device produces upside down results. I ran into this issue w ...
When using a Direct Capsule Shadows on a skeletal mesh with a Stationary Point light, depending on the point lights placement, light source radius, and nearby surfaces will cast the shadow on the op ...
When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...
This is an infrequent crash in 4.18. Users have not provided any descriptions of their actions when the crash occurred. Source Context 147 for (int32 ViewIndex = 0; ViewIndex < Views.Num( ...
DESCRIPTION: Using the command line sg.EffectsQuality and setting a value will reset a destructible mesh if it has already been fractured. AH Post: https://answers.unrealengine.com/questions/12850 ...
From the User Submission: I spent some time poking through the FComponentInstanceDataCache code and noticed that there is no component instance data saved/applied for'native' component types, so si ...
Output log when crashing UATHelper: Packaging (iOS): LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb UATHelper: Packaging (iOS): LogCook: Display: Mobile HDR setting 1 ...
When validating a changelist, unrelated errors to the changelist can appear. Here's an example of running the validation on a cl named "temp cl" which just contains a single actor "Cylinder". The A ...
The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...