Several unnecessary files seem to have found their way into the Perforce depot and need to be cleaned up. Affected files:Engine/Documentation/Source/Engine/Matinee/HowTo/MHT_3/Images/MHT#_Drag_In_C ...
Startup movies don't seem to play on OculusLoading ShooterGame on 4.15 in a standalone game from the command line plays the intro movie audio, but I just get a black screen forever and it fails to l ...
When using the camera actor and modifying the rotation values, the values made in the print string do not seem to match the actual values of the camera's rotation. The values appear to be close, but ...
This is a common 4.18 crash. Users have not provided any description of their actions when the crash occurred. Source Context 2286 void AInstancedFoliageActor::PreEditUndo() 2287 { ...
In 4.18, Buffer Visualization Modes appear very similar to their representation in Buffer Overview. In 4.19 and Main (CL 4008322) the results are very blown out. Similar issue reported in [Link Remo ...
In AnimNode_ApplyLimits.cpp the inputs for the ConstrainAngularRange function are going to the wrong rotator values. The XYZ of the node's input vec3 is being stored in YPR of the clamped rotator, w ...
This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...
Instanced Static Mesh components update incorrectly in Standalone and Packaged game. When hit, all of the instanced static mesh components will snap to a singular location instead of each individual ...
In this situation, a FRuntimeFloatCurve UPROPERTY is stored in an Actor Component called CurveComponent. A Blueprint of MyActor (A subclass of AActor) is created and the CurveComponent is added to t ...
It seems that "Enabled per poly collision" with "Support compute skincache" causes a crash at runtime immediately. We can easily reproduce it with ContentExample. The logs at the crash timing... L ...