Copying and pasting an array of nested instanced subobjects from a level instance into a Blueprint's defaults and adding that Blueprint to the level will prevent the actor instance from saving. ...
GPUScene primitive validation is currently busted and asserts. It looks like there are two problems: 1) NaN's in the entries can cause comparison issues, so a MemCmp would be better. 2) There's a ...
PythonScriptPlugin sets std output mode to _O_BINARY but fails to restore it to the previous state afterwards because cached StdOutMode is already _0_TEXT, hence _setmode returns -1. See PythonScri ...
The crash can be worked around by modifying FFoliageISMActor::Serialize as following code : void FFoliageISMActor::Serialize(FArchive& Ar) { #if WITH_EDITORONLY_DATA if (!Ar.IsCooking()) // ...
Please see the Additional Link for related UDN information. The UV popping described can be subtle, depending on settings; it's affected by spawn rate and GPU vs CPU. The popping shown in the gif t ...
Right now only native subobjects are displayed in the details panel with meta = (ShowInnerProperties) is set. Child Actor Components are an example of this, where if the child actor you have added h ...
Engine crashes when building GPU lightmass in larger scenes. This does not occur on smaller maps like the Unreal Engine Templates. I was able to reproduce this issue in CitySamples SmallCity map. T ...
Can we please implement a feature whereby the shader name applied to surfaces / objects is used for the Material Element Slot? When using Dataprep and replacing the materials using a table, it give ...
The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
We use the NumNonClothing section number to iterate in the sections, this is an error if the cloth sections are not at the end of the sections array. See the following picture of a search on NumNonC ...