There are some pre-processor checks in the Engine code that look for the version of MSC that was introduced with Visual Studio 2017 (eg. #if _MSC_VER == 1900). However, this does not take into consi ...
Per Licensee: I noticed that the Volumetric Lightmap does not build at correct density if an object is under the level of the terrain. Is this a feature or a bug? I'm creating a under-terrain dung ...
Disabling collision on a Landscape doesn't work when using the Collision Preset 'NoCollision'. The Landscape still generates collision on Static and Skeletal meshes. ...
A licensee has reported a regression from 4.18.3 to 4.19.2 that is causing crashes to occur in their project. The crash occurs when walking onto their foliage in a packaged game. This does not happe ...
After disabling the World Option bEnableAISystem, clicking with the right mouse button on the asset browers (in an empty place) casues the editor to crash. ...
Crash when using new FCanvasDrawer Licencee notes that crash does not occur if "new FCanvasDrawer" is commented out. ...
This may be related to [Link Removed]. A packaged project will fail to run successfully if the project includes a Built-In Editor plugin and the project was packaged with the Build option set to "N ...
This happens when the 32-bit LatentUUID signed integer that we generate for the delay node starts with "-1" when converted to an FString (e.g. "-1824950080"). During compilation, we pack latent fun ...
A crash can occur within GetWorldTimerManager() if the function is called when no valid World is present. It is not necessarily intuitive to have to make sure that GetWorld() will not return a nullp ...
The textScale parameter in AddOnScreenDebugMessage does not change the scale of the debug message. ...