This is common crash coming out of the 4.17 and 4.18 releases. The callstack is similar to an old unresolved import crash: [Link Removed] User Descriptionsrebuilding lightbuilding lighting from a d ...
In world partition levels, deleted actors can become unexpectedly unloaded prior to saving, causing loss of work. Specifically, this issue occurs after the undo history has been cleared (either manu ...
LandscapeSplineActors and LandscapeSplineMeshesActors are not behaving as expected in 5.4 or 5.5. Testing in 5.4 the issue mostly seems to stem from issues with the Target Landscape -> Landscape Ac ...
This is a somewhat common Sequencer crash that occurs in 4.17 and 4.18. User DescriptionsWas trying to copy and paste a camera movement but something screwed up, I tried to add an already built Cam ...
Event Tick works when it's running on Windows however once it's packaged or even launched onto all platforms, the event tick does not work as anticipated. This happens on all platforms. *Project ca ...
When rendering a Light Function into the Translucency Lighting Volume, the World Position Material Expression returns the position relative to the Camera (unrotated), not the World. This can be mor ...
In UE versions 5.4 and onwards (as of CL 42589677 in Main), when an Instanced UObject property is defined in an Actor Blueprint, modifying the default value in the Blueprint does not propagate the c ...
The assert in BasePassRendering.cpp:693 fires, crashing to desktop when using this console command in the editor, in PIE, and closes out the window when playing in Standalone. Does not crash when us ...
I have managed to reproduce this issue in 4.18.3 and 4.19.2. In order to make the Capsule Shadow disappear:Indirect Lighting Cache must be used (Volumetric Lightmap works)Skylight must be set to 'M ...
There are 3 issuesEach particles don't restore its previous position. Which is for calculating velocity by verlet iteration.The previous transform is cleared by current transform. It provides zero v ...