The licensee already investigated this a little. The problem appears to be that UKismetNodeHelperLibrary::GetValidValue should be calling IsValidEnumValueOrBitfield as opposed to IsValidEnumValue. ...
The mesh changes and the asset name stays the same while the two FBX are completly different: different filename, different mesh names in the FBX CF video for repro steps. https://forums.unreale ...
Children of retainer widgets have improper clipping, causing any widgets set to "Clip to Bounds" to clip incorrectly. This may also affect hit testing in cases where multiple retainer widgets are ne ...
The following worka round works :float SLevelViewportToolBar::GetTransformToolbarWidth() const { ... #if 0 // float ViewportToolBarWidth = static_cast<float>(GetCachedGeometry().GetLocalSize(). ...
When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...
Licensees have reported crashes being triggered while the engine is resolving debug markers for an Nvidia Aftermath dump. This makes it difficult to properly investigate crashes ...
Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...
I am filing a Jira for this at the request of [Link Removed] to see if it can be made into a hotfix. It has been reported on the forums and UDN that textures render black. See the Slack thread her ...
The automatic landscape layer assignment that is performed when using "Create Layers From Assigned Materials" just uses the first layer info it finds with the layer's name, which leads to maps refer ...