With windows 10 there has come some new swap chains, which unfortunately messes some things with regards to fullscreen up. We've fixed a bunch in the renderer (which would downright cause crashes), ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
Packaging for iOS Distribution from Windows using Remote Compile results in a failure during the signing portion. This seems to be caused by a hardcoded "false" for a property that is used to determ ...
The logic for selecting a page table texture in FVirtualTexturePageTable::Initialize() uses the indexing for texture layers (index 0-7) to fetch from the page table textures (index 0-1). All RVT for ...
From file [Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\AABBTree.h], function Chaos::TAABBTree<>::GetAsBoundsArray(): bool GetAsBoundsArray(TArray<TAABB<T, 3>>& AllBounds, int32 NodeIdx, i ...
As one clicks on the enum fields trying to form an input, the log is written with a variation of the following: [2025.02.14-17.42.38:940][521]LogNiagaraEditor: Error: Error getting default value fo ...
Game crashes in shipping build when un-pluging the Oculus HMD, then plugging it back in. Confirmed in 4.13.2 from the launcher, did not repro via same steps in 4.14 preview 3 ...
A user reported that when calling SetText on a text widget in a widget blueprint's PreConstruct causes an editor hang when you put a breakpoint on SetText and attempt to save the asset. The issue i ...
Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...