Base-pass rendering on Mac Metal now generates transient black/Nan spots across the scene - this appears to be related to r.BasePassOutputsVelocity and is presumably the connected to the incorrect s ...
There is disparity between the two different ways of editing rotation. When using the scrubber in the details panel each value scrubbed only affects that value and the values go from 0 to 360. When ...
Using ServerTravel from a map set as the Transition Map with Seamless Travel enabled in the Game Mode will crash the editor. Probably related to [Link Removed] Reproduced in 4.7.2 binary and Main ...
After creating a Scene Component code class and an Actor code class, creating a reference to the SceneComponent in the Actor class constructor will cause a crash on hot reload in the editor. ...
This issue seems to be occurring on a variety of Nvidia cards. So far, I haven't seen any indication that it is affecting AMD graphics cards. The majority of the reports have indicating that the pro ...
A user is experiencing a crash when using the "Keep Simulation Changes" feature in the Editor after running a simulation of their project. The user allows the simulation to run briefly before pressi ...
When importing an FBX with several different meshes and multiple materials with "Combine Meshes" enabled the materials will get assigned to incorrect portions of the mesh. I've included a version o ...
Defining a FBoneReference variable as BlueprintReadWrite or BlueprintReadOnly in the UPROPERTY macro fails to compile in 4.17. The error message provided by VS states: LogCompile: Error: Type 'FT ...
Seamless travel seems to not be functioning properly. With Run Under One Process set to false and Seamless travel enabled, the ServerTravel command is not bringing the server to the specified map. ...
User is reporting an issue with the preview of a Sprite and its rendering in game differing from the Texture Editor based on sRGB setting. With sRGB = True: [Link Removed] With sRGB = False: [Li ...