This is not a regression. Tested in //UE4/Release-4.27 CL 18319896 Making changes to a Camera Shake while previewing the Camera Shake triggers an Assertion upon compiling. ...
Bindless textures do not appear to stream mip levels. This issue is separate from an already reported bindless virtual texture streaming issue. When the editor is freshly launched or when mip level ...
Dynamically loaded animation blueprints do not work within packaged product. Download the pre-made project from here: [Link Removed] ...
It looks like UnbindFromSkeletalMeshComponent stops all montages. This is called when the animation section restores its state. https://udn.unrealengine.com/s/question/0D52L00004lun3ySAA/restore ...
Even after manually Deactivating a Niagara component, this Niagara component may be revived under certain conditions. This issue occurs when the following conditions are met before the Deactivated N ...
Context The Visual Logger is a powerful debugging tool to create and record visual representations, and allows people to review the data. Problem The problem is that it does not record things don ...
Child Animation Blueprint that inherits a Layer Interface can have the Layer Interface added a second time giving the impression changing the layers within the child will override them for the child ...
When launching a packaged game from the nDisplay Switchboard, the nDisplayConfig file fails to link the cameras to the viewports. Inside the log generated by the Switchboard an error is displayed th ...
When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...
Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...