Having accurate velocities from vertex deformation enabled and a SceneCapture2D in the same project will create blurry skeletal meshes. I am unable to reproduce this with an Nvidia graphics card. T ...
[NickW] SteamVR uses HMD Mirror, but this should fail more gracefully Not sure if this is supported for vive, but it puts the user in a state where they can't undo the command (or change back to a ...
When deserializing a TMap<FString, FString> with the JsonStructDeserializer, the Engine crashes. ...
If a user has two blueprints, one with a static mesh and the other with a child actor component that contains a static mesh and that user uses the merge actors tool the child actor component's stati ...
User has a project that the viewport has gotten corrupted. The icons are now no longer camera facing and are facing in the positive y axis. The sun disc and sky are blurred. When PIE everything rend ...
A user pointed out a potential to have an index out of range error in the source code. There are also a few magic numbers scattered around in this function. ...
User crashes at "Loading 83%" *See also attached Mac Crash Log. [Link Removed]Launched UE, it crashed upon launch.Ok, a file i wanted to delete, and it just crashed the whole program. Thx.Started e ...
This won't always happen, but the call in ImportDestructibleMeshFromApexDestructibleAsset to LODModel.ReleaseResources(); will enqueue render commands to release the resource, but the call after tha ...
Literal Gameplay Tag Container's Return Value does not have ParentTags in 4.17 and 4.18. In 4.16, the value had it. There is same problem in Return node that is Gameplay Tag Container Structure. In ...
The code in UWorld::RemoveFromWorld that removes Pawns that are about to be streamed out does not check to see if the pointer that it sets is null prior to using it. In cases where Pawns are rapidly ...