A Japanese developer's making a scene that has over 4000 static point lights. They thought the lights don't affect rendering in runtime. But they realized the RenderThread's costs become bigger. I ...
This is a regression that was introduced by the fix for [Link Removed]. As a result, we can potentially hit an assert in a cooked, nativized build during async load of a non-nativized Blueprint CDO ...
Cooking will fail while attempting to convert a non-data-only Blueprint class based on the native UAnimNotify class when Blueprint nativization is enabled. Workaround in lieu of a fix would be to e ...
Replacing a StaticMesh actor with a C++ class that extends AStaticMesh changes the selected static mesh asset. But making a blueprint of that static mesh and replacing using that instead doesn't ch ...
The UHT boilerplate code that's generated from a converted Blueprint class header file generated from a Blueprint class containing one or more function names with non-ASCII characters will fail to c ...
When a non-root component for an actor is moved in the blueprint viewport, that component's PostEditComponentMove function is called. Adding the actor to the main editor viewport and then moving th ...
Android apps build with the debug configuration on ETC2 will crash on launch. ...
Enabling the check boxes for Merge GC Clusters and Blueprint Clustering causes packaged Windows projects to crash on startup. The log and dump files regarding this crash have been attached to this t ...
Multi Sphere Trace is not returning the correct Impact Location. Other AnswerHub Report:https://answers.unrealengine.com/questions/30952/multisphere-trace-fhitresult-location-same-as-impa.html ...
This issue has been observed in 4.18.3 as well as 4.19. See attached screenshot showing scene from 4.18 on Nvidia, compare to attached GIF showing same scene on AMD card. ...