Including a trailing slash ("\") at the end of a BuildCookRun command sent to UAT results in UAT receiving a malformed command. If the command ends with a slash, the resulting command that UAT recei ...
Trying to import the Polly sample model for gltf 2.0 crashes Editor. User know that the Plugin is experimental but as the Polly Model is used for Blender gltf development, it should work. The crash ...
Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...
Enabling Energy Conservation on Material makes Clear Coat Material look weird in Preview. It looks fine in the Level Editor, but not in any "Preview" type viewport (Material Editor, Asset Thumbnails ...
UAT has intermittent crashes at the end of packaging. Looks related to [Link Removed] . Could be that the solver is being destructed after the null check earlier in the function if this is multit ...
Parent blueprints do not recognize child class actors as the same type as the initial parent blueprint. This makes it difficult to create a master blueprint for spawning/ai control/etc. ...
From AnswerHub: Utilising 128 textures in a material does not work in Linux, its still limited to 16 (actual 12) on OpenGL platforms, I looked at the commit that implemented it and I don't see anyth ...
If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...
There is a crash that is occurring for packaged games that use the string tables and nativized blueprints. This issue only affects a packaged build of the game. Testing for this issue did not yield ...
When using deferred decals there are artifacts that are caused by the emissive color of the decal when viewing the decals from a low angle. These artifacts appear as thin lines on the edges of the m ...