In the file EngineDefines.h, changing 37 to read "#define WITH_SUBSTEPPING 0" will cause the solution to fail the build process. ...
HISMs cause mobile VR app to crash. Confirmed in 4.23 MAIN @ CL 6829265 ...
Assert crashes Editor in the GC system during packaging due to USoundWave assets not being configured for GC clustering. Disabling GC clustering in project settings is a workaround, but the fix is ...
"FMallocUnused" is immediately bellow 0. "Untracked" is reported to go below 0 after very long playtimes (over 36 hours). Reported in version 4.25.3(CL 13942748). Tested and found negative values f ...
in 4.27 open this asset could not crash ,but 5.0.2 could get crashed ...
Entering a whole number value to a float input does not create a ".0" at the end. This was noticed as it causes a small quality of life issue with orphaned pins, where the user can't simply type th ...
UMG clipping requires stencil. Seems like we don't request stencil when creating backbuffer Changing const int EGLMinStencilBits = 0; to const int EGLMinStencilBits = 8; fixes this. ...
A material on a landscape with WPO will cause major ghosting, even if that WPO is a dynamic {0,0,0} ,such as from a black texture. ...
When launching a packaged game that has Share Material Shader Code enabled, the process will crash before opening. Regression?: Yes This issue does not occur in 4.17.2-3658906+++UE4+Release-4.17 Th ...
UI rendering in PIE and UIrenderer rendering in MRQ produce different output results. This is because when dealing with fades in the UI, the rendering results should not be different. Workaround ...