When disabling Occlusion Culling, Components will not have their Last Render Time updated. ...
URootMotionModifier_SkewWarp::WarpTranslation() uses InverseFast() within a block of code that is only executed if DeltaTranslation is not nearly zero. The ToRootSyncSpace transform the code builds, ...
Normally if you have a property in your state tree instance data of the input property(Category = Input), when you compile the state tree, you will get errors if the property does not have a binding ...
Crash when binding to new components that have spaces in their name and you attempt to access their bindings. ...
When using split screen multiplayer the second or more players that are added for split screen will have their characters shadows occluded when the bounds are not within view of player 1. Setting ...
If the persistent level is open and a user attempts to open a sublevel that contains a navmesh, the editor will freeze and then crash. Frequency: 3/3 Crashreporter: N/A ...
2 minute (or more) hang and high memory usage when adding assets with large textures. The memory increase can be up to 3 or 4 GB when none of these assets(or referenced assets) take up nearly that ...
Local Vector variables in functions do not save the Y and Z values. Possibly connected: after entering the X value, pressing Tab does not move to the Y value. Tabbing from there works as expected. ...
The issue occurs when you simply move the material node itself and click the 'Apply' button to begin compiling shaders. Once it has completed, the number of texture samples increases for the Stats a ...
Crash occurs when attempting to add an actor component c++ class to a game mode blueprint if the actor component is tagged with the Within="GameMode". Found in 4.11.2 binary, reproduced in 4.10.4 ...