When using the Material editor, the preview slides on the texture nodes do not clip behind the other elements of the UI as the nodes do. This issue only occurs on Mac OSX El Capitan version. It was ...
A licensee has reported that the Draw function in BatchedElements.cpp can set the OrthoZoomFactor (not a local variable) to 1.0f if Line.bScreenSpace is ever found to be false. The line this can oc ...
The editor crashes if two saves happen in rapid succession, for example, if you use Ctrl + S then immediately use Ctrl + Shift + S. This issue can be somewhat difficult to get the crash from as the ...
This is a trending crash coming out of the 4.18 release. User DescriptionsI did click on compile on a widget an UE4 crash Source Context 46 int32 UPanelWidget::GetChildIndex(UWidget* Conten ...
In ShooterGame, when a Listen Server fires its weapon, the burst effect will not be replicated reliably to the client(s). Adding logging to OnRep_BurstCounter in ShooterWeapon.cpp will show that t ...
After changing the view to columns (by going through Right click < Create Dialogue < View Options < Columns) the Sound Wave Action menu will close out automatically before any options can be selecte ...
While investigating [Link Removed], I have found that GLSLBackend always automatically generates render target location indices, regardless of user-specified ones via SV_TargetX HLSL semantics. Rel ...
No user comments in crash group 18 FSlateShaderResourceManager* FSlateDataPayload::ResourceManager; 19 20 static bool IsResourceObjectValid(UObject*& InObject) 21 ...
Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...
When running a build with bSharedLinearTextureEncoding enabled, View.GGXLTCMatTexture and View.GGXLTCAmpTexture are pointing at the black texture fallback, which affects correctness of rect lighting ...