When processing tick when paused tick interval tick functions an infinite loop can occur. ...
FHLSLMaterialTranslator::ParticlePosition does not return Previous information when request which can result in bad motion vector calculation. ...
When trying to test Vehicle game, the counter did not increase as time elapsed. This prevents being able to test if the lap function is working. Tested in 4.13.2 CL 3145013 and it was working. Thi ...
A number of utility functions are provided in UEdGraph_ReferenceViewer for building menu extenders. This class was originally included in the engine as part of the ReferenceViewer module, but was re ...
The function "FMaterialDerivativeAutogen::GetFunc1ReturnType(...)" does not have a case for "EFunc1::Exp2". Also found in Release-5.4, CL: 331987674 ...
This is a regression from 4.14.3 ...
Normally this has not been as much of an issue, but recently SteamVR has dramatically decrease the time-out / "sleep" timer to something along the lines of 5-10 seconds... so the headset constantly ...
After calling Stop() in UpdateTimeCursorPosition (LevelSequencePlayer.cpp:392), we continue on to set TimeCursorPosition to NewPosition. At this point, NewPosition is beyond the end of the track. A ...
ClampedPow seems to have been added as a way to tackle common compile warnings and edge cases (particularly NaNs), but the code shouldn't be calling both an abs() then a max(). This causes negative ...