FOnlineSessionLive::CreateSession creates the session early into the method. Later, the method can fail but the session and is never cleared up (see the various catch statements in the tasks which o ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house Nvidia information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Con ...
The TSR History Rejection buffer develops a grid-like artifact over translucent, camera-facing planes. ...
LevelSequenceEditor has input priority over the Level viewport and other editor modules even though the Level viewport has been the last one selected. An example would be a cut operation. If you ha ...
Current HttpChunkInstaller consider version data of manifest.But it does not consider the manifest file update. So, if user update the manifest file, HttpChunkInstaller ignores it. If changing the V ...
When importing non-baked animation (i.e. not keyed on every frame) onto a camera in sequencer, Unreal adds extra keys to the rotation and scale attributes as if it is baking the rotation and scale a ...
I think I narrowed this issue down to bad UV coordinates being interpreted during the BasePassVertexShader execution applied to instancing. At this line in VertexFactoryGetInterpolantsVSToPS: flo ...
When implementing a sequencer system that uses FSoftObjectPath to reference an actor placed in a level (at runtime, the corresponding actor is obtained by calling FSoftObjectPath::ResolveObject), Re ...
Currently FNotifyNodeInterface directly references notifies that live within the related anim sequence. This can cause intermittent crashes when notifies are removed as the UI can still reference t ...