This is a common crash that has occurred since at least 4.16. 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 are 3 issuesEach particles don't restore its previous position. Which is for calculating velocity by verlet iteration.The previous transform is cleared by current transform. It provides zero v ...
Failed to build UE4.27.0 with Win64/Development Editor. Can avoid this error that excluding the project from build configuration. (Solution UE4->Properties->Configuration Properties->Configuratio ...
This is being seen in the wild... can release a temporary fix until 4.26 when we can change the headers and fix it for real. ...
This behavior has changed from UE4 to UE5 due to a fix to an unrelated bug ([Link Removed]). Reintroduce the old behavior without causing a regression that reintroduces Ben's fixed bug. ...
It is expected that cooking, including COTF, will fix-up all string asset references. There were a few reasons this wasn't happening, but we should get these fixes into 4.15 as the impact was worst ...
Suggested fix is to relocate the Super::PreExit() call to the end of UGameEngine::PreExit() so that level streaming can be safely flushed before the MID cache is cleaned up. ...
Since changing the temporal history buffer to 11:11:10 from FP16, it looks as there is visible dithered quantization to remove banding when rendering. (Taken from conversation on Forum Post linked f ...
One of our licensees pointed out this problem. I've tried all the common redirector problems (write / read permission, multiple instances of the editor, renaming the assets, running the commandle ...
We use GetEditorWorldCounterpartActor in the sequence recorder which cant work in standalone builds as it relies on GEditor. The best fix would probably be to just add a guard for GEditor to GetEdit ...