User is not able to load a build data asset without loading the level first. This can cause issues when trying to manage Source Control with the asset. ...
Actors that reside in TMap blueprint variables refer to the Editor actors not the copied UEDPIE actors (that we'd expect) when accessed in PIE. This is not the case in standalone; this only occurs f ...
Once a static mesh have generated LODS, the only lightmap index value the static mesh editor's UI accepts is 0. We should be able to set the index to any value between 0 and 3 as long as there are ...
This is likely "by design", but the licensee is requesting a warning in base materials for disconnected logic that does not work, which they are reporting as a nuisance during development. Instance ...
If two line traces are run one right after the other to the same end point but different start locations, at times the second trace will incorrectly register hitting other objects though the trace l ...
Shadow Acne is occurring on movable actors in Blueprint and C++ template projects. The Shadow Acne is present in editor and while launched on to Windows and Mobile. This was found on separate graph ...
A licensee has reported an issue where using LoadLevelInstance on a client causes the client to become disconnected from the server. This happens with both Hosted servers and Dedicated servers. Reg ...
"...it seems the crash occurs because it is trying to load an empty (0 byte) save file. Stepping through the code in Engine/Plugins/Online/IOS/OnlineSubsystemIOS/Source/Private/OnlineUserCloudInterf ...
The network profiler C# exectuable that shipped in 4.25 is not fully useable on either my development machine or my home machine, because part of the UI is cut off below the window no matter how I r ...
Contact Shadows have more shadowing errors with lower to mid values than in 4.13 release when the feature was still considered experimental. Even low Contact Shadow Length value is causing issues. ...