From licensee: Since we integrated 5.5, we are experiencing a crash in AWorldDataLayers::InitializeDataLayerRuntimeStates() on this line check(ActiveDataLayerNames.IsEmpty() && LoadedDataLayerN ...
When the user changes the Volumetric Render Target Mode, the Volumetric clouds in a scene will render in front of Static Meshes in the Right-Eye. ...
There’s a potential issue with some changes we made to UMaterialInstance::GetParameterValue (https://github.com/EpicGames/UnrealEngine/commit/8f2bebb008ba645f5938da844cd46b0925322b13). It seems as t ...
When a project incorporates a web browser widget it will cause the project to fail during packaging and or launch on. The launch will fail and produce an error (provided below). ...
Two of the maps in the linked user project are not rendering in stereo while using the Vive headset. The user is experiencing gaps appearing in the scene. It may also be important to note that thi ...
When changing the value of Mass In Kg for a child of a Skeletal Mesh Actor, the value is getting multiplied with every select, deselect, and enter press on the value. The number the value is multipl ...
GPU Mesh emitters will not show up in a packaged project. Found in 4.20 CL# 4302132 and 4.21 CL# 4307852 ...
FPropertyBase constructor does not handle a TMap/TSet property. Following workaround can avoid this error. explicit FPropertyBase(FProperty* Property) : PropertyExportFlags(PROPEXPORT_Public) ...
Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...