LOD Build Scale set higher than 1 will cause a merged actor to increase to that scale when created. It seems to be using the LOD Build Scale to double in size on actor merge. This is a regression: ...
Mesh data will be deleted from the Static Mesh if added as a Hierarchical Instanced Static Mesh Component through blueprint. All of the mesh data (actual geometry) and LODs will be deleted from the ...
Attempting to run the UE4 Editor using SM4 causes an error to popup stating that "A Feature Level 5 video card is required to run to Editor. AvailableFeatureLevel = SM4, ShaderPlatform = PCD3D_SM4" ...
Using Granular Synth with Stream Cache enabled, Granular Synth will stay silent since it cannot load the sound with Stream Caching turned on. This was reported and tested in 4.25 (CL-13144385). Thi ...
When the "Enable Zero Iteration" and "Use ML Audio for Zero Iteration" settings are both checked, the audio doesn't play inside Unreal Editor. This happens in the following cases:Playing an audio fi ...
SkeletalMeshSimulationComponent does not effect the simulation of geometry collections to interact with skeletal meshes and setting the component to dynamic results in a crash. ...
There is a visual discrepancy appears with the local position offset while mipmaps are enabled, when using a custom node that takes information from the local position node, with a texture that cont ...
The issue has been reported by one of our licensee. He proposed a patch to be applied in AnimNode_SpringBone.cpp 188,189c188,191 < FVector ParentToTarget = (TargetPos - ParentSpaceBase.GetLoca ...
At a licensee, I discovered a problem where Blueprint-created array and map properties are not correctly propagating the ContainsInstancedReferenced property flag. This means that if you create a Ma ...
Licensee reports missing memory tracking for LLM on iOS: In Engine/Source/Runtime/Core/Private/HAL/MallocBinned.cpp in SmallOSAlloc, there is a compiler define for IOS and within it there is an LLM ...