In Display 1.9, there is an extra space between Causing and Event ...
In 5.8, UPrimitiveComponent::OnUnregister resets FPSOPrecacheComponentData, which clears bPSOPrecacheCalled (regression from CL 48140040). ULandscapeComponent and UGroomComponent only call PrecacheP ...
A licensee encountered a crash during InjectTranslucentLightArray: according to them they fixed the issue in ShadowProjectionCommon.usf: /** Cube map texture. */ TextureCube<float> ShadowDepthCub ...
When a project is set to use a fixed frame rate via the Project Settings it is uncapped when played in editor. Found in 4.24 Preview 2 CL#10091930 Reproduced in 4.25 Main CL#10298106 ...
This problem only occurs when the fixed frame rate is 30 and the Sequence Lenngth of the loop animation is 1.66667. If turn off the fixed frame rate setting, it will behave as it should. ...
When a control is renamed after it has already been animated in a sequence, the control curve name map needs to be fixed up. Once it is fixed, selecting the control in the world will not map the sel ...
Athomas reached out to me with a crash he was having when trying his 'Automatic Sync Marker AnimModifier' on a Skeleton that had Virtual Bones. It was verified that this only happens when Virtual B ...
The Z order that is given to a widget based on it's position in the Hierarchy panel in 4.9 goes from bottom of the hierarchy to the top (The bottom widget is the front most widget) instead of the to ...
Bink MediaTextureResource assets cause a graphics API crash, due to a missing UAV flag. The Licensee has proposed a fix to add the TexCreate_UAV flag. ...
The Editor can crash if a fixed-size FText array is created. Attempting to edit one of the values of the array in a Blueprint will result in a crash. ...