When removing already assigned cloth asset from a skeletal mesh it will crash the editor. I was able to reproduce this with the Owen asset from Content Examples, but was unable to get it to work fro ...
When using a procedural mesh at runtime, projects fail on mobile devices. Tested on both Android Nvidia Shield and iPhone 6+. ...
We tested on xiaomi 4c. ...
This wasn't like this in 4.24 (see attached images). If you create a variable Engine.Owner.Position the search will find it however. Found in 4.25 Preview 2. Reproduced in 4.26 Main. ...
Attempting to call a FRootMotionMovementParams function results in an unresolved externals error on compile because of the static FVector RootMotionScale variable. Workaround: In source, removing s ...
Drop down menus clip on 27" Screen iMacs (See attached images.) Reported from a 27" iMac and tested on a 27" iMac here. Other models may be affected. *Image with Blue circled areas are from the use ...
The rotate around point module no longer adds in particle position, so it does not account for other forces and modules effecting the particles, and will only spin in a circle by default. The user c ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
For UMG delegates, we currently have a fixup pass that ensures that bound functions match the signature of the native delegate. However, the fixup appears to use the wrong function name, which cause ...