ISequencer :: OnStopEvent is executed when pause, but not when playing to the last frame and stopping automatically. This is because OnStopDelegate.Broadcast(); is only in FSequencer::Pause(). When ...
When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...
A licensee reported that two SkyAtmosphere texture resources do not have proper memory transitions added by the RDG. This happens because in VolumetricCloud.usf, these textures are referenced via Vi ...
As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...
We've been seeing asserts and crashes related to OwnerLastRenderTimePtr. We've traced this to the mentioned pointer ending up dangling after using UActorComponent::Rename() on primitive components t ...
This is a common crash in 4.18 and 4.18.1. The callstack shares similarities to [Link Removed], although that has been confirmed fixed in 4.18. Included in the same crashGroup are also a few Ensur ...
This is a regression. Separate Translucency causes crash with iOS and Android Vulkan preview. ...
Spring Arm rotation only prints Yaw after 4.17 conversion. In 4.16 it would print the Yaw, Pitch, and Rotation as expected. The spring arm by itself prints the rotation correctly but once a camera ...
[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...
Scaled Geometry Collections (GC) result in a potential memory leak in Physics. Tracing the memory allocation of a single run of the Editor and multiple Play-In-Editor sessions of a scene that contai ...