If a user creates a widget variable that is set on begin play and then tries to get information from that widget via the "Slot as Canvas Slot" node on tick the editor will crash. This appears to hap ...
Licensee reports via UDN that automated import via Python of SpeedTree assets does not work The issue is that USpeedTreeImportFactory::FactoryCreateBinary() tries to generate a UI dialog, which is ...
Skeletal mesh merge doesn't support clothing. Looks like we should just be able to duplicate the clothing assets, clear the binding data and use ClothingAssetUtils::GetMeshClothingAssetBindings to p ...
An assert fires related to the node index for the linked animgraph node being the same as the node index for the root node in the linked anim graph. Can be worked around by commenting out the check ...
It has been noted that the default BelowNormal process priority set in UnrealBuildTool is not handled well with the Gen 12 Intel CPUs as processes are only scheduled on the E-Cores which causes degr ...
Binding lifetime sections aren't meant to overlap, but duplicating one, or pasting one can cause them to overlap, triggering an ensure. Duplication and copying and pasting are typical actions, so th ...
Subsurface scattering is disabled on all OpenGL platforms despite the shaders being properly translated & OpenGL platforms supporting the relevant CPU-side APIs. This also affected Metal for the WWD ...
On the Material Expression Reference Page, located here:https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ExpressionReference/index.html Material Expressions has an image numbered ...
When repeatedly loading and unloading sublevels with a NavBoundsVolume, it will cause a crash when using a NavModifierVolume. When the NavMesh is unloaded, it seems that the number of the DirtyLayer ...
A number of utility functions are provided in UEdGraph_ReferenceViewer for building menu extenders. This class was originally included in the engine as part of the ReferenceViewer module, but was re ...