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 ...
Using the Replace References option to replace one asset with another, the window does not close/refresh properly. This causes the window to stay on the screen although it cannot be interacted with ...
This is a common crash that has been affecting users since at least 4.15. This may be the same issue as [Link Removed], which was closed due to inactivity User Descriptionsloading a level Source ...
Renaming a Sequencer spawnable actor in the World Outliner will revert back to the old name on save. Not a regression because Sequencer spawnable actors in 4.16 didn't show in the World Outliner. ...
This is a common crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack seems to be the same as [Link Removed], which ...
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 ...
The NatVis visualizer allows many custom Unreal types to be displayed in a helpful manner inside the Visual Studio watch window. One such type is TSparseArray. Under normal circumstances, visualizin ...
After importing a mesh without any materials assigned, if you add a material slot and save the material. Reimporting this mesh will cause a crash. The only way to avoid this crash is to import a me ...