A crash occurs when trying to use the Mesh Reduction tool for the ScotsPine_01 static mesh from the Open World Demo collection. The assets from this project are usually very processor heavy due to ...
When a client disconnects/unpossesses a mover character, the character's Network Prediction Component will re-configure itself now that it does not have a net connection. However, this handling will ...
From User: When frequently terminating and re-initializing the FConstraintInstance, there appears to be a leak when cleaning up the disabled joint, which leads to an ever growing list that gets sort ...
Using the new NDC BP nodes in 5.7 causes sorting to break; one system, regardless of world placement, is always drawn over the other. Even when the viewpoint puts the dominant system in the foregrou ...
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 ...
Some licensees have reported seeing intermittent corruption of runtime virtual texture tiles. This hasn't been reproduced at Epic. Usually this shows up as some small percentage of rendered tiles l ...
Numerous LogMetal: Warning: AsyncCopyFromBufferToBuffer on overlapping ranges Warnings Warnings do not appear to be linked to any visual/performance problems in the editor. Could be safely ignored. ...
UBlueprint::IsDataValid() does not currently check component templates inherited from a parent Blueprint class asset's SimpleConstructionScript; only the current class hierarchy is considered. Given ...
When comparing the World Normals of an Instanced Static Mesh being scaled non-uniformly to that of a regular Static Mesh, their normals do not match one another. I have attempted to look over the d ...
The bug affects skeletal mesh animations when played in sequencer with AnimBP after another animation which was set to Keep State. This is a follow-up to [Link Removed]. Two animations now play cor ...