While the engine currently supports a P4Changelist argument when launching the editor from the command line, we are only currently using it to check out assets through FPerforceCheckOutWorker::Execu ...
The new SceneCapture2d feature 'SceneDepth in R' is not rendering the scenes depth in both Perspective and Orthographic projections as expected. The user originally mentioned he was using Orthograp ...
A few users using the Windows 10 Insider Preview have found that after a certain point in the Prerelease builds, starting at 14915 it seems, the Unreal Editor and Epic Games Launcher context menus h ...
Spawnable actors visible for one extra frame on cut between subsequences ...
Actor Components with Auto Activate set to false are still ticking. If you activate the component on begin play, set a short delay, and then deactivate it, the ticking will stop, which is inconsis ...
A user reported that attempting to create an installed binary build of the Engine using BuildGraph will fail. This seems to be because we include the UE Simplygon implementation, but do not disable ...
Editing property with InlineEditConditionToggle meta specifier causes the editor to crash. Workaround: Calling Super::PostEditChangeProperty after property changing code prevents crash from occurri ...
The licensee has stated that convex mesh generation is failing in KAggregateGeom.cpp from the function KConvexElem::HullFromPlanes. Here is the code snippet they provided: if(!Polygon.Split(-FVecto ...
Crash when using merge actor on static meshes that have been affected by simplygon ...
Notifies are retriggered on loop of an animation in Matinee/Sequencer. This occurs during Sequencer Editor playback and when playing in game. ...