No user comments in crash group 18 FSlateShaderResourceManager* FSlateDataPayload::ResourceManager; 19 20 static bool IsResourceObjectValid(UObject*& InObject) 21 ...
Outputing Image Sequences like {shot}/{shot} _ {frame} .png for example, the xml file doesn't reflect the right path because it's referring to .avi files. We can't find and replace avi files in ...
In the editor, vertex information can be painted on static meshes that are part of a blueprint. When testing by playing in “Selected Viewport” the painted vertex information is correctly saved and d ...
DrawDebugString does not render at set location in VR Other debug helpers rendering as expected Engine/Source/Runtime/Engine/Private/DrawDebugHelpers.cpp DrawDebugString looks to be the only fu ...
Renaming a folder that contains a Read-only asset from the Sources Panel causes the Content Browser and Sources Panel to desync. This causes the original folder (which should still exist since the E ...
Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...
When running a build with bSharedLinearTextureEncoding enabled, View.GGXLTCMatTexture and View.GGXLTCAmpTexture are pointing at the black texture fallback, which affects correctness of rect lighting ...
Crashes when loading an actor that inherits from AInstancedPlacementPartitionActor. There is a serialization size mismatch. ...
When you assign a Preview Mesh to a Material Instance, save and close the instance, on reopening instance, the Preview Mesh will not retain connection to the Instance and will revert back to its ass ...
UMG Visibility binding resets to default after closing and reopening project first time. "Get Visibility" on Button click boolean toggle for widget blue print "False" return node value gets automa ...