When rendering out the Buffer Visualization Targets with the HDR setting on, the resulting Scene Color EXR is rendering significantly washed out compared to the Buffer Viz. in the Editor and if comp ...
BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...
If there is an additive curve present with scalar data, and that scalar data is something like 10,10,10. When you attempt to animate the bone again the translation of the widget with translate expon ...
This is a 4.18 Mac/Metal crash that has occurred for a few users. It appears related to the Forward Renderer. Callstack from Log[2017.10.27-06.10.08:809][261]LogMaterial: Missing cached shader map ...
This is a somewhat common crash that has occurred throughout the 4.17 release. Users have not provided any description of their actions when the crash occurred. The callstack is similar to some ol ...
This is a trending Linux crash in 4.18. It seems to occur before a project loads. Callstack from Log[2017.10.27-08.31.13:659][ 0]LogInit: - Physical RAM available (not considering process quota) ...
In UE 5.5 (and earlier versions), FCollisionResponse::operator== has incorrect behavior where it will detect that two collision response containers are identical if they have the same number of entr ...
ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene. During my investigations I've noticed that ChaosCacheManager does not reco ...
This sounds legit. Anyone mess with the if node recently? There seems to be a regression where existing content is broken. This should be fixed ASAP and patched into 4.6. https://forums.unrealen ...
Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor. Not using the Specifier or deleting the unused Marco will allow the BP to compile fine. **Only rep ...