The original reported behavior called out that filling individual channels did not apply to LODs when LOD Model Painting = False. With changes implemented in 4627582, the initial fill will reach LOD ...
In this test bench, they are using a APawn with a custom replicated Movement Component rather than using a ACharacter and they are getting a different result that ends up in a permanent softlock of ...
This is caused by adding an item to a grid panel inside the grid panel iteration loop. The same operation to canvas panel goes well without any errors. The difference is that the array iteration in ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...
Build: 4.2.1-2101290 Description: Currently, precomputed visibility volumes do not seem to alter occluded primitives, nor do they show visibility cells when r.ShowPrecomputedVisibilityCells 1 is en ...
Soft references to World objects (TSoftObjectPtr<UWorld>) cannot be directly created in blueprints. These types work fine in blueprints but cannot be directly created. The reason soft references are ...
The phaser module that is part of the new Audio Engine causes audio from a Sound Cue to mute after playing for one second. The user states that the issue comes from the Phaser.cpp file producing a N ...
There is some strange issue with CCD where constrained CCD objects can get velocity nulled when hitting things while constrained, its very hard to reproduce normally in engine but happens often in V ...
From licensee: Since we integrated 5.5, we are experiencing a crash in AWorldDataLayers::InitializeDataLayerRuntimeStates() on this line check(ActiveDataLayerNames.IsEmpty() && LoadedDataLayerN ...