The licensee reports that this issue is caused by the following code not performing a Buffer update. .\Engine\Source\Runtime\Renderer\Private\ShaderBaseClasses.cpp void FMeshMaterialShaderElementD ...
Right now whenever a new world is created in the editor we automatically spawn a SmartObjectCollection actor for it, regardless of whether there are SmartObjects on the map. The SmartObjectCollectio ...
On EnhancedInputSubsystemInterface.cpp:1040, RebuildControlMappings has a check to preserve mappings for identical action key maps. In most cases, this appears to work correctly; however, in the cas ...
Previewing a Node in a UI Material will not show anything, or will remain showing what is placed in Final Color. This issue appears to be fixed in Dev-Main as of CL-2914624. ...
When creating an asset, if the beginning of the name is the same as the full name or another asset it will cancel the process Workaround: Adding a change (such as "X") to the beginning of the seco ...
Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...
Switching the skeletal mesh of an actor during PIE crashes the editor. Frequency: 5/5 Crashreporter: N/A ...
Macro Inputs and Outputs cannot use ECollisionEnabled Enum as a variable type. ECollisionChannel and ECollisionResponse are available. ...
Launching standalone or a packaged game that forces fullscreen at launch does not gain control of mouse/keyboard input until after the screen is clicked on. ...
Removing Aimoffset node from anim blueprint crashes editor Frequency: 2/2 crashreporter: N/A ...