The creation wizard is not correctly adding the #include path in the CPP file. To fix the issue to get the project to compile you have to add the path in the .CPP file within Visual Studio. In this ...
When assigning an array of actors that implement a specific interface to an array of the specific interface the engine crashes. This doesn't happen if the actor array is put through a for each loop ...
Due to the changes made to subsurface profile (implementation of full resolution skin shading) it now renders white or with heavily faded base colors under certain conditions. In this case it is wh ...
This is a trending crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred, but at least two of the affected projects are being creat ...
Editor crashes if a user presses tab while editing transform values in a blueprint struct. Note: This only occurs while editing transform variables, no other var causes this crash. Logs and Dump f ...
A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...
When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux. In Engine ...
For devices without framebuffer fetch we are relying on undefined behaviour for depth reading with decals, mod shadows and depth reading materials. (ES2 spec: 3.8.6 Texture Framebuffer Attachment). ...
After switching from Xcode 11.0 Beta 3 (11M362v) to Xcode 10 (10A255) and then back to Xcode 11, the editor no longer recognized that Xcode was installed on my machine when trying to use Xcode 11 as ...
A licensee wanted to report some missing PSO Precaching they found, which they have fixed locally: 1. UCableComponent doesn't implement CollectPSOPrecacheData or call CheckPSOPrecachingAndBoostPri ...