The Max Draw Distance setting culling meshes at incorrect distances during PIE relative to Standalone/New Editor Window. I was unable to reproduce this in a new blank project using a single cube me ...
[Link Removed] When you reimport a Static Mesh with an Added Material ID associated with it and in the Static Mesh Editor assign a material, the engine crashes. Also reproduced in Main Promotable- ...
This is a slightly trending crash after the 4.17.2 hotfix, although it has occurred since 4.17.0. Users have not provided any description of their actions when the crash occurred. The callstack is ...
Meshes that animate via vertex deformations using worldposition offset display incorrect surface normals while animating. The reflections of the environment smear as the mesh moves making it look tr ...
According to the official docs https://docs.unrealengine.com/4.27/en-US/WorkingWithAudio/Nativesoundfield/ an ambisonic submix can be rendered to Resonance or Oculus; however when doing so, while th ...
The node wires in this project's MyCharacter blueprint do not animate during PIE. This also occurs with the NPC and AI Blueprints the first time you PIE, but the second time they animat as expected. ...
The priority display does not correctly reflect the set priorities of sounds when they are not being attenuated or when Bypass Volume Scale for Priority is Enabled. If a sound is attenuated and scal ...
The new 'UncookedOnly' module type that was added in 4.24 is not visible to Blueprint nativization, and thus it does not know to exclude these module types from the generated Build.cs file when they ...
[Link Removed] Release-4.15 stream, latest. I built qagame in debug. Then I run it: trigger prox sensor - vr turns on 'stereo off' - vr off release prox sensor 'stereo on' - crash inside ovr_Submi ...
When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...