CSM targets are still created and affect the InjectTranslucencyLightingVolume pass when moving in a project that only uses VSM causing over brightening of fog planes and other translucent meshes. r ...
The following worka round works :float SLevelViewportToolBar::GetTransformToolbarWidth() const { ... #if 0 // float ViewportToolBarWidth = static_cast<float>(GetCachedGeometry().GetLocalSize(). ...
Renaming a blueprint instance of a DataAsset which has been used as the parent class of a DataAsset will cause a crash. ...
An ensure is thrown when opening a project if a custom Project Setting has a reference to a Blueprint that constructs an object. The ensure can be found in the Callstack section below. Regression?: ...
MacroUVs are breaking when using the Override System MacroUV option in the Required Module. Using System MacroUVs:[Image Removed] Using Override System MacroUVs:[Image Removed] Also Tested and Re ...
Ensure hit when adding a Blueprinted scene component that derives from a native component that has its own subcomponent. This does not occur when adding the native component, only when adding the bl ...
Comment from user in crash group:I updated unreal engine to 4.22.1 and changed the project version from 4.21.2 to 4.22.1 and now it crash whenever i open a map Generated from CrashReporter ...
When Lumen is disabled, but the cvar "r.MeshCardRepresentation" is set to 1, Lumen will continuously enqueue object removal from the Lumen Scene, without ever emptying the array of primitives to rem ...
Submitted by a licensee on UDN. I verified it and have attached the test level that he provided. In the test map. some boxes fall and break. Walking straight into the boxes causes the editor to cra ...
If ten or more of the same actor in a level have the "replicate movement" checkbox set to true, the editor will crash on PIE if the number of players is set to 2 (or with 1/2/3 players if dedicated ...