D3D11Commands.cpp is doing FName resolutions in the critical fast path. This looks to be a regression from the memory freezing refactor. ...
The sphere cast module has some custom HLSL that calls QueryMeshDistanceFieldGPU, the signature for the function changed, but the HLSL wasn't updated to match so it fails to compile. ...
The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...
Observe the video does not loop correctly. It only plays a portion that gets shorter with every loop until playback ultimately stops. ...
If the actor is in sublevel and user play simulate or PIE, the actor can't be moved by drag gizmo. Even if under the same conditions, editing transform of detail panel work properly. So I guess that ...
A user has reported on salesforce that their RVT material is returning black. After following the publicly available Epic Quick Start guide online I encountered the same issue. The ticket was repor ...
When creating Soft Object Variables of Actor or Character blueprints, the default value of the variable is greyed out and unable to be changed. I was able to create a Soft Object Reference of the Th ...
It seems that when setting the Max Depenetration Velocity to a non-zero value, you are then unable to set it back to 0. Tested in //UE4/Release-4.25 @ CL 14469661 and this did not occur so marking ...
Duplicated anim layer interfaces cannot be added to the same anim BP. While UEdGraph::GraphGuid is unique within a bluprint, it is not unique within the project as a whole (see [Link Removed] for m ...