Damping is handled differently at lower frame rates. Slight changes in damping at lower FPS (25) drastically effects objects and isn't applied in the same way as at higher FPS (60) User Description ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
This is a longstanding but low frequency Mac crash. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log[2017.10.26-22.22.57:828][183]LogSavePackag ...
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 ...