Due to the changes made to subsurface profile (implementation of full resolution skin shading) it now renders white or with heavily faded base colors under certain conditions. In this case it is wh ...
A UDN user found a crash in the merge tool when using SVN. https://udn.unrealengine.com/questions/265740/crashbug-with-svn-merging.html The failing check() crash occurs in LoadBaseRev (Merge.cpp): ...
When a material is utilizing emissive color, separate translucency, and the project is using MSAA the material will give off intense bloom to the point of flashing the screen. [UPDATE] After addit ...
Trying to duplicate a level in the editor that has a large _BuiltData file results in a crash. In the case of the supplied test level, it is over 3 GB. Crash repros in 4.19.2 and Main (CL 4115885). ...
With the rework of IP address resolution in 4.25, this assert now occurs. When no packet handler is used, UPendingNetGame::InitNetDriver calls SendInitialJoin() immediately, before async address res ...
NaniteBuilder uses an int8 type for ExternalEdges and counts adjacency with a int32. The bug stems for the cast to int8 when adding the adjacency count into the ExternalEdges array. The precision l ...
When an object is created procedurally with code and placed into the editor the collision analyzer will detect the object properly. If the object is then moved to another part of the level the coll ...
Seems to be an issue with the indirect lighting cache where if you have interpenetrating static meshes (for example static mesh rocks that make up the ground), there are cases where the cache points ...
A number of places in the code rely on raw UProperty pointers to track properties they care about. This can present issues when BPs inherit from other BPs, because the parent's class may be Purged / ...
Unable to reproduce. User believes it is directly related to the speaker they are using when it goes into standby mode. If they unplug the speaker, everything runs okay. After receiving the warning ...