Engine crashes when building GPU lightmass in larger scenes. This does not occur on smaller maps like the Unreal Engine Templates. I was able to reproduce this issue in CitySamples SmallCity map. T ...
Can we please implement a feature whereby the shader name applied to surfaces / objects is used for the Material Element Slot? When using Dataprep and replacing the materials using a table, it give ...
Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...
The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
We use the NumNonClothing section number to iterate in the sections, this is an error if the cloth sections are not at the end of the sections array. See the following picture of a search on NumNonC ...
CSM targets are still created and affect the InjectTranslucencyLightingVolume pass when moving in a project that only uses VSM causing over brightening of fog planes and other translucent meshes. r ...
Currently USTRUCTS do not support saving expansions properly. While we won't implement a separate pathway for USTRUCTS to save their expansions, a general solution to save expansions for class or st ...
Added context from dev support ticket:The crash occurs because FDelegateProperty::Serialize accesses a dangling SignatureFunction pointer. Given that its derefencing dangling pointers the specifi ...
When an LOD get materials reduced to one with Bake Materials, it doesn't delete the extra slots on the LOD. So if starting with 10 slots on the skelmesh, then baking, slot 1 gets the newly baked mat ...
Seems to be somehow related to components being instanced in the Construction Script according to a spline. The transforms are slightly off by more than 1.e-2f. They are reconstructed on load with a ...