When using ComplexCollisionMesh of StaticMesh asset, at the time of hit, the physical material refers to the material of the drawing mesh side using the material index of the collision mesh side. T ...
It looks like when reimporting a texture asset into the engine after loading a level, you will be confronted with the File Selection box and not the reimport successful notification. In fact if you ...
The cause of this problem is the Engine has code paths which register a new allocated object to Map without deleting the previous object. In the repro project, whenever hitting Space Bar, the level ...
Bug report viaUDN: We have some plugins that we'd like to share between projects, that we don't want to maintain multiple copies of. The AdditionalPluginsDirectories option for Project's solves tha ...
When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. Howeve ...
Potential memory leak when using Blueprint Debugger to inspect a return value multiple times while playing. User also reported this would cause a crash, but I didn't try to max out ram usage to trig ...
When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...
Editor Utility Widgets (EUW) can be used to script editor behavior. One use case is the automation of asset creation. A licensee has reported that when an EUW is used to create an asset, for as lon ...
This is a common Mac crash occurring in the 4.16.1 release. I have not found any evidence of it occurring on Windows. The callstack closely matches [Link Removed], which was briefly experienced by ...
Users can create project with existing name of "Slack" which causes conflict with existing Slack.h. Call stack is log file. ...