This is a common crash that has occurred since at least 4.14. The callstack is nearly identical to [Link Removed], which appears to be fixed in 4.18; and [Link Removed], which has not. The differen ...
There is an issue when importing FBX that creates new materials when using the search materials import setting. Instead of being able to use the material that is in the Base Material name, the textu ...
Dynamic resolution dynamically changes the the size of the viewport in render targets. The thing is when the resolution changes: it is reprojecting previous frame that is stored in history render ta ...
When a landscape is set up to use runtime virtual texturing. If it uses a material that writes to a runtime virtual texture and has tessellation enabled. Then we see a crash and the log reports: ...
The heightmap and weightmaps were created using Terresculptor, and exported in the correct format. If you import everything except the layermaps, the landscape is generated and the layers can be pai ...
"Hello, we've found a quirk with ABP's pose watch and compatible skeletons. Same setup as above. We have skeleton A as the base and skeleton B as a compatible skeleton. They both share similar hiera ...
From licensee: We disabled DFAO on our project (using r.DistanceFieldAO 0) to replace it with Lumen occlusion, as the combination of both was creating dark blobs under bushes and grass. However, we ...
This seems to be a result of how the changemask is handled for fast arrays. Because the changemask is a fixed set of bits (defined by IrisFastArrayChangeMaskBits), a single bit can represent multipl ...
Numerous issues when manipulating destructibles. 1) Changing collision response pre-fracture will not affect chunks post-fracture 2) Changing collisions response pre-fracture will prevent damage f ...
Launching onto android causes 1-3 warnings in the output log. I ensured that the mobile device was connected to Epic-Secure. LogTcpMessaging:Warning: Discovered node '00529FEE320A011C0032002F8B3E2F4 ...