Assert crashes Editor in the GC system during packaging due to USoundWave assets not being configured for GC clustering. Disabling GC clustering in project settings is a workaround, but the fix is ...
A Crash can occur when setting a skeletal mesh's animation instance to None when it has Update Rate Optimizations enabled. An unverified proposed fix for this is to remove the nullptr check when ...
The Transparent materials like the Glass don't behave correctly in Raster (in PT is working as expected). They are visible in Alpha with Holdout. This is an Engine limitation for now. But we sho ...
Animations on joints with ZXY Rotation Order don't work in 4.10. The attached fbx has an animation that should show the thigh_l joint rotating back and then back to default position. This bug does ...
The current version of the oculus audio SDK fails to initialize for some clients. We haven't been able to reproduce the problem internally but we're told from Oculus that updating the SDK will fix t ...
When you add a parameter by doing DUPLICATE of an existing one, the new settings don't take effect. (Adding parameters and other copy/pasting seems fine as far as I can tell) I verified this at EGJ ...
Using the F key to focus the viewport camera on an actor does not work if the main editor window does not have focus. Reproduced in 4.8.3 binary, 4.9.1 binary, and Main (CL 2707185) ...
Building 4.10 from the GitHub release branch on Linux fails to open after install and instead crashes Community Suggested Fix: Switching triangle order optimization off with r.TriangleOrderOptimiza ...
It appears that particle components don't update their bounds correctly when they are moved in a scene. If a particle emitter isn't currently visible at the start of the game it will remain culled. ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...