When playing matinee, scrubbing can cause sound to keep playing when it isn't triggered Note: This was entered as a bug to re-work the fix from the pull request found here: [Link Removed] ...
Cannot manipulate Skeletal Mesh Components with Transform Gizmo in Blueprints This DOES NOT occur in 4.11 or 4.13. Fix from 4.13 will need integration to 4.12. ...
This is a frequent D3D Hung crash, similar to [Link Removed] and [Link Removed]. A potential fix for the other crashes was released in 4.14.2, but this crash is still occurring on that release. ...
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. ...
The RF_WasLoaded flag is set to false for Blueprint instances in PIE if the Blueprint is edited and compiled. This is fixed by saving the level which is a simple workaround but this should be needed ...
BP instances placed in level cannot have their components' collision profiles modified to anything other than default and custom. Note that this did not occur in 4.22 (after applying the separate ...
The following code causes this behavior.// NiagaraSystem.cpp for (FNiagaraEmitterHandle& EmitterHandle : EmitterHandles) { EmitterHandle.ConditionalPostLoad(NiagaraVer); if (!EmitterHandl ...
The material "M_Volumetric_Sky_Prototype" has numerous compile errors that prevent it from being used. This was reported and tested in 4.25 Preview 2 (CL-12055273) and reproduced in 4.26 (CL-121923 ...
Add contents of the zip file to your 4.26 project. Open the level sequence. EXPECTED: It shoudln't crash. Log will print saying that it removed some animation sections. ...
There are a few issues a licensee has found with the skeletal mesh merge operation. See the UDN for more details and the proposed fixes. Note, the issue with the cloth merge is already logged in a ...