Split Struct pins cause errors when a project is converted to 4.17. You are still unable to split struct pins even if a new variable is created for the struct. Only adding a new variable to the st ...
Unreal Remote 2 does not give information on motion control to PC. This is different from the description of the application. Use this application alongside Unreal Engine to view and control the de ...
Static Mesh LODs cannot be removed after import from the Static Mesh Editor unless you have Simplygon installed. Hovering over the tooltip for "Number of LODs" indicates this as well with "Auto mesh ...
Due to the changes made to subsurface profile (implementation of full resolution skin shading) it now renders white or with heavily faded base colors under certain conditions. In this case it is wh ...
A UDN user found a crash in the merge tool when using SVN. https://udn.unrealengine.com/questions/265740/crashbug-with-svn-merging.html The failing check() crash occurs in LoadBaseRev (Merge.cpp): ...
When a material is utilizing emissive color, separate translucency, and the project is using MSAA the material will give off intense bloom to the point of flashing the screen. [UPDATE] After addit ...
This is a trending crash in the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 892 const FNameEntry* FName::GetDisplayNameEn ...
With the rework of IP address resolution in 4.25, this assert now occurs. When no packet handler is used, UPendingNetGame::InitNetDriver calls SendInitialJoin() immediately, before async address res ...
This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...
NaniteBuilder uses an int8 type for ExternalEdges and counts adjacency with a int32. The bug stems for the cast to int8 when adding the adjacency count into the ExternalEdges array. The precision l ...