Via UDN: As has been discussed previously here and in CL 20055361, debug information is sometimes missing when compiling with Clang. We've pinpointed this to debug information not being emitted fo ...
There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...
Unable to locally rotate individual foliage. This seems to have been a limitation of the foliage tool from it's creation. Licensee Description: I would like to ask if there is any way how to preve ...
When using the Engine's High Res Screenshot tool, there is a limit on the amount of foliage that can be present before the meshes stop appearing. This number is around 1500 meshes, though I was not ...
If a blueprint structure contains a map variable with Actor Class Reference as the key, populating the map with a custom blueprint (ActorSet) and adding a variable of the structure to any other blue ...
Encountered a Metal crash when painting Foliage on Mac. I'm unable to reproduce anything similar on Windows. This crash can occur if the user drags a Static Mesh into the Foliage Panel or uses an e ...
There is an issue when importing FBX that creates new materials when using the search materials import setting. Instead of being able to use the material that is in the Base Material name, the textu ...
When creating a new Blueprint Class based on an Actor parent, If you navigate to the Actor's event graph, and right click on the editor blank space; type "Assign on Destroyed" and select "Assign ...
HUD can cause a crash when used with Mobile. "When running from visual studio exception happens here: https://github.com/EpicGames/UnrealEngine/blob/4.22/Engine/Source/Runtime/Renderer/Private/Mobi ...
When a landscape is set up to use runtime virtual texturing. If it uses a material that writes to a runtime virtual texture and has tessellation enabled. Then we see a crash and the log reports: ...