It has no problem in 4.18 ...
Stub functions generated for unconverted assets as dependencies of nativized assets do not properly handle output parameters (the result is not assigned after the ProcessEvent() call). Suggested fi ...
Reported on UDN (see Additional Info URL). Looking at code, we call USkeletalMesh::AllocateResourceForRendering for every LOD, but we should only call it once. Need to check if our SkelMeshMerge t ...
The dynamic shadow distance movable light setting is only working for values below 20000 on translucent materials. The shadow cast on the translucent material will fade out long before the opaque ma ...
Although it is a scene with little cost, the value of Draw value syncs to the value of Frame value on iOS device. If it is less than 60 fps with t.maxfps 30 etc., this problem will not occur. Proj ...
Attachment will currently fail at runtime during load and/or construction if a component from a non-nativized child Blueprint is attached to an inherited component from a parent class that is nativi ...
UHeadMountedDisplayFunctionLibrary::GetHMDDeviceName() says it returns the "device" you are using, but it really returns the name of the SDK or XR System that you are using (for example launching o ...
Editing bool of the nested child CrashableDataAsset causes crash. Expected: CrashableDataAsset children are properly assigned. Result: Engine crash ...
Note that before I tried running the editor via the Launch button, I just happened to run the Editor exe directly, and this did not repro then. After my PC rebooted I tried to reproduce it again an ...