It seems that when a section of the Visual Logger is detached from the window as a whole and then that window is closed when docked next to the Content Browser, then the engine crashes. However, whe ...
When importing an asset that is using the naming convention for SkinXX to order material elements does not work properly when the elements are not sequential. Any material that is not in sequential ...
See the following UDN for a good visual explanation of the bug: https://udn.unrealengine.com/questions/512811/view.html Seems like this was introduced around CL 5639656. ...
Having an extra semicolon on the line before declaring a UPROPERTY will cause UHT to miss parsing the following UPROPERTY. This is expected, but an error is usually given when this is the case. This ...
Major performance drop with instanced meshes since PhysX 3.4 upgrade Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) For me, my results were: 4.8 through 4.13 No Collision - ...
The bTickAnimationOnSkeletalMeshInit should prevent a game thread update of the anim instance on the frame that a mesh is spawned. However, a bug in RefreshBoneTransforms is resulting in a game thr ...
Using a very specific way of importing an FBX will cause a crash assertion that closes the editor without opening crash reporter. Essentially when using the import button in the content browser and ...
Setting the resolution of PIE to 4K Ultra HD results in the new PIE window going very far out of the bounds of 4K. If you are using two monitors the PIE window will bleed over a good bit into the ot ...