UDN: [Link Removed] Slack: [Link Removed] Then, the return value of TryAddMeshBatch is determined by FBasePassMeshProcessor::Process. When the crash occurs, GetBasePassShaders fails to get the shad ...
ABrush::SupportsExternalPackaging overrides the base implementation of AActor::SupportsExternalPackaging which returns false for transient actors, but it doesn't call super. As a result, transient ...
There is a discrepancy when inspecting Substrate materials in the Lumen Performance Overview. Compared to viewing non-Substrate materials the overview show all surfaces in red indicating that Lumen ...
Seems like we should be specifying the .NET version like this guy's fix. ...
A crash occurs when you remove a Sprite Instance within a Paper Grouped Sprite component of an Actor BP on Event Begin Play. I was able to reproduce this crash in the binary releases of 4.11.2 and ...
When using Lighting Scenarios and placing a skylight in the lighting scenario levels when you build lighting there will be a map check warning that "Multiple sky lights are active, only one can be e ...
DataTableUtils::IsSupportedTableProperty needs updating to include those types, and we should probably also make sure they export in a nice way in the JSON exporter/importer (the CSV one can just us ...
If a UProperty that stores a reference to an asset is deleted, the reference to that asset lingers in any Blueprints that had a reference stored in that UProperty. This can lead to issues when the r ...
The ParticleNotify should always be triggered while playing in sequencer editor regardless whether the spawned particle is attached or not to it's bone/sockets This stopped working since 4.15 versi ...