Moving assets in the Editor is very unreliable. References may or may not be fixed up. No direct error is presented or a warning about problems. Any moves of the gameinstance, string table or certai ...
Physics object resting on movable platforms have erratic physics behavior in 4.14. This is a regression from 4.13.2-3172292 User Description: When placing more than 10 or 20 blocks on a moving pl ...
Some developers are finding that the change to add a bunch of shader types to FLandscapeMaterialResource::GetExcludedShaderTypes() in 4.18.2 increased their project cooking times on PC or console by ...
Setting a ComboBox on the Server does not always work. In the attached project, a Multicast Event runs some Set Options, all but one of which appear to work on both Clients and Server. On the Server ...
A texture can be toggled between virtual texture and regular texture using the Convert to virtual texture/regular texture tool in the texture asset context menu. This updates referencing materials t ...
Users are reporting crashes and poor performance when generating foliage using the Experimental Procedural Foliage Volume tool. Regression? Yes, this does not occur in the previous engine version o ...
A user has found and reported a divide by zero warning within the Construction Script when packaging for Windows. This does not occur while in the editor as when you begin moving around the blueprin ...
I saw a following assertion. Assertion failed: (AdditivePoses.Num() > 0) || (NonAdditivePoses.Num() > 0) [Link Removed] [Line: 1381] This is my quick fix// code placeholder void FAnimInstance ...
Joining a session in PIE with Auto Connect To Server disabled will crash PIE. Note: this is not specific to the Multiplayer Shootout project used in the repro steps; this will occur in any project ...
The [bIsVisible] flag is set to [1] by the following judgment.const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq * HLODState.FOVDistanceScaleSq; Judging from this code, I bel ...