Seems like failure to init SDL device is not being properly propagated and something on the higher level keeps pushing commands to the (non-existent?) audio thread. Paging also [Link Removed] and [ ...
There is currently no simple way to do a deprecated variable fixup on native variables that are set by a blueprint class. For a simple variable rename, CoreRedirects can be used and will work proper ...
This is a trending crash occurring in 4.17 and 4.17.1. Users have not provided any descriptions of their actions when the crash occurred. Source Context 345 if(Params.bTryAutoFix && Param ...
From licensee: The height of Nanite rendered landscape does not match the height of non-nanite landscape. The error gets worse if you increase the Z Scale of the landscape actor. Our project rec ...
When importing an asset like a Texture asset using the steps mentioned in the Repro steps, the imported asset does not have the correct relative path listed under the newly-created asset's "Source F ...
The explanation from the licensee seems pretty comprehensive. Text from the UDN: We've been trying to run fixupredirects via the resavepackages commandlet, but noticed that the OFPA assets were no ...
When the "Enable Zero Iteration" and "Use ML Audio for Zero Iteration" settings are both checked, the audio doesn't play inside Unreal Editor. This happens in the following cases:Playing an audio fi ...
When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...
Certain interactions between a Rect Light with a Light Function and a Post-Process volume lead to a check() when compiling a Ray Tracing PSO for tracing lights. This check() only happens when shader ...
When scaling multiple selected actors in the scene with snap enabled the actors will reposition to the pivot origin of the last selected actor in the group when going down to a value of 0 or a negat ...