A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...
paint layers do not take effect on all tiled layers that have a material incorporated if a user attempts to paint on them from the persistent level. ...
In 4.8.2 QA Build - Making the changes to BasePassPixelShader.usf listed below, adding two texture samples and then using the Preview Arrow toggle on the add node will hard crash the CPU, requiring ...
The rules by which chunks are created are ambiguous and currently do not ensure that both PakFileRules and PrimaryAssetLabel settings are reflected. In this sample, depending on the PrimaryAssetLabe ...
This is a common crash that appears to have started in the 4.16.1 hotfix, but has occurred with more frequency in 4.16.2. User DescriptionsAfter the blueprint tutorial, I pressed "play", pressed ES ...
UE allows actors to be attached to other actors. More precisely, it allows the root component of an actor (child) to be attached to any component of another actor (parent). From now on, "parent" and ...
Using OnRep_StaticMesh() in code or using the Set Static Mesh node does not replicate across server/client in game. ...
In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...
Context: Static Mesh Spawner is used to spawn one static mesh per point in the provided point data. PCGMeshSelectorByAttribute is used to select an entry based on an attribute present on the mesh. ...
This is a specific subset of D3D HUNG crashes from [Link Removed]. This JIRA is for the crashes with the following results from Aftermath: [105]LogRHI:Error: [Aftermath] Status: Timeout [105]LogR ...