I do not know what happen here and I need the help of the rendering team to debug this issue. There is no log at all even with -d3debug If you import the file SK_LOD_Morph_Working.fbx its a similar ...
In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
Uniform Ranged for integers maximum is exclusive but should be inclusive or at least say otherwise ...
No screen space AO in lit viewmode with SSGI Confirmed in 4.25 MAIN @ CL 10730208 (but you must move camera after activiating SSGI for scene to update) ...
Wireframe View mode only rendering in Left Eye. Was working pre rendering-refactor (4.21) Confirmed in 4.25 MAIN @ CL 10730208 ...
Updates to dynamic navmesh cause navlinks to reset to their default state. Navigation still shows the path as accessible even though it isn't. This is a regression from 4.23.1 (CL-9631420) where th ...
Left Eye Renders black in VR when a PostProcess Material is applied. On Quest Right eye renders post process mat and left eye renders scene, but upsidedown. Also occurs in Packaged Project and/or ...
When adding the first person template (bp or code) as a feature pack, an error occurs stating "Unable to read file" and a warning "failed to import". ...
For Apex Destructible components, the un-fractured mesh rendered for each asset is the same and disappears when the component fractures, despite the physics bodies being correct. ...
Editor utility widgets were being rebuilt on GEditor->OnBlueprintReinstanced. However, this delegate is fired when any blueprint is reinstanced, which resulted in the widget being refreshed when it ...