By calling FLODUtilities::SimplifySkeletalMeshLOD on a mesh with cloth sections that is set to remap morph targets, a crash occurs. This seems to be due to the indexing of sections with/without incl ...
Ensure occurs when adding a Constant3Vector to the Material Graph in Forward Shading. Works as expected in 4.21 CL# 4753647 Found in 4.22 CL# 6063286 and 4.23 CL# 6395561 ...
The collision with meshes appear to be broken in relation to parent and a grandchild or great grandchild collision boxes. ...
The size scaling should use the current frame's velocity, so this should happen after forces and velocities are solved. ...
Animation Blueprints which contain a shared transition used to transition between two animation states will be marked as "dirty" every time the blueprint is compiled and re-opened. ...
The distance field materials do not work on a High Poly mesh. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 6063286, 4.23 CL# 6398642 ...
A UDistributionFloat property is reset to NULL when compiling a Blueprint sub-class of a C++ class that has a UDistributionFloat property. ...
Fails with 4.22 but works fine with 4.21 ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house AMD information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Contai ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house Nvidia information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Con ...