Instance overlap functions for Foliage Instanced Static Meshes detects instances incorrectly. I was able to see this occur with both the Sphere and Box functions. In addition, I drew out debug sphe ...
The Vector VM has only every supported a byte's worth of external function calls, when we blew the limit it would index into the incorrect VM call. The new VM will also overwrite memory when exceed ...
Getting a crash when trying to access a non-empty TSet or TMap local variable in a blueprint function. This is only occurring with local variables. The issue also does not occur if the TSet or TMap ...
This was introduce by changes to UEdGraphSchema_K2::CanFunctionBeUsedInGraph in CL 9230757 for [Link Removed]. ...
The Asset Audit window uses the content browser to display information about both real assets and fake assets like chunk definitions. When you hit the Add Chunks button, it adds several fake assets ...
Classes that inherit from FTickableObjectBase are added to the tickable queue by the QueueTickableObjectForAdd function during their construction (see FTickableGameObject::FTickableGameObject). At t ...
The material function Input Displays incorrect data type for Volume Texture, Static Bool, Material Attributes, and External. The function will still work properly however the type data is displayed ...
When a static mesh has the property Affect Indirect Lighting While Hidden enabled, toggling its visibility via the Outliner eye icon does not hide the mesh in the editor viewport. The actor remains ...
When using materials with CustomData inputs, such as the Eye material with Iris Distance and Mask, Virtual Texture samples will increase the instruction count for each unique VTPageResult. Each cus ...