Overlapping lightmaps are generated when the LOD group is not the default. Setting the LOD group to None and rebuilding lighting doesn't have the same result. Found in 4.24 CL# 10570792 Reproduced ...
The following errors occur when running the networking engine tests with 2 clients and a dedicated server. LogFunctionalTest: Error: Assertion failed: 'EngineTestNetActorComponent bRepArrayAddNotif ...
UObjects returned from "Get Item Children" in a TreeView widget causes an engine crash, due to invalid pointers. User has proposed the following fix: The best fix is probably such: When Slate list ...
This issue occurs in Skeletal Mesh depending on the model when Skincache is enabled and affects the rendering. ...
The editor will freeze if the user starts a search for blueprints while a search is already happening during blueprint indexing. ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
If some sequencer events are added to LatentAction queue while calling SetPlaybackPostion using Play method, the events will not be digested. So the LatentActions cause that ensure condition failed ...
Licensee video of the issue here - [Link Removed] This can be worked around with this setting: [Link Removed] However it is not a solution as this setting actually causes other programs, e.g. sl ...
When looping the attached sound, there is a noticeable pop on the loop boundary when the codec is Bink that is not heard on other codecs. ...