For example in cutscenes, the users use FBoneContainer::SetDisableRetargeting to temporarily use a specific shared animation without retargeting. But the function does not work correctly. We can fi ...
CHANGELIST: 4.5.0-2316912 CRASHREPORT: Did not produce an error report CALLSTACK: Did not produce an error report DESCRIPTION: Editor Crashes when placing a widget blueprint from one widget b ...
GameVersion Branch: UE4 Configuration: Main Version: 2242091 CommandLine:qagame -log Label: GUBP Node Shared_LabelPromotable built from changelist 2242091 DESCRIPTION: Debug filter automatically sw ...
This bug was originally entered back in 4.8 as [Link Removed], but was closed as by design. The reason was, the mesh did not have Lightmap UVs, so using the 'Light as If Static' option would not wor ...
In split-screen, Niagara GPU Distance Field collision appears to be evaluated against only the first view passed into the Niagara GPU sim (view index 0), rather than per split-screen view. Because G ...
This is an occasional crash in the 4.17 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 664 for(int32 ElementIndex = 0;ElementIn ...
(Enduring Games) I investigated it and found that the following primitive data flag test in BasePassPixelShader.usf fails: (GetPrimitiveData(MaterialParameters).Flags & PRIMITIVE_SCENE_DATA_FLAG_DE ...
The Contains node doesn't return an existing row from a data table under specific circumstances. This didn't occur when the struct the data table is based on was made via blueprints or there are mor ...
---------------------------------------------------------------------------------------------------------------------- Build: 4.1.0-2057451 Description: Movable meshes and blueprints set to cast n ...
From Licensee: When we have Instanced Stereo enabled, all our materials that use Scene expression nodes (SceneDepth, SceneColor, etc...), render incorrectly in the right eye. It only happens to the ...