It has been observed that crash handler can now corrupt memory during __cxa_demangle (from libc++). Repro steps listed here are just one of possible ways to trigger it, very similar crashes have bee ...
If you apply a material that uses World Aligned Blend to an instanced static mesh, it will display differently than an non-instanced static mesh with identical settings. They only look identical if ...
Game sounds can no longer be heard after unplugging and re-plugging back in a USB headset during a match. This also occurs when plugging a USB headset anytime during the course of the match. ...
Notice that the saved FilePath is not relative, but contains the full path on the hard drive. When clicking into the FilePath property and then clicking somewhere else to lose focus on it, it will a ...
Some faces from the UV0 for the texture UV are not used when repacking for the auto-generated Lightmap UV even if the faces are split and visible in the UV0. Attached example mesh. ...
The "servertravel" command doesn't function when running ShooterGame in Editor. A warning will show up in the Output Log: LogWorld:Warning: UWorld::ServerTravel: Seamless travel currently NOT supp ...
Adding a HISM as a component within blueprints and referencing a Static Mesh with LODs, creates extra/additional and material elements. ...
While testing another fix I noticed HISM LOD transitions are not working in Main or 4.9 branch. There is no screen-door effect and multiple LODs seem to be rendering simultaneously compared to 4.8. ...
If an add component node is duplicated after the transform pin has been split, it will create an additional transform pin and keep the original split variables. ...
Trying to create/open projects in the current github master branch will quietly fail at 94% with no crash error or logs.UE4Editor-Core.dll!rml::internal::Block::findObjectSize() UE4Editor-Core.dll! ...