Launching the editor with DX12 from a command window is crashing the engine. Note Crash occurs on Nvidia version 376.19 and does not occur on 376.33 This is a Regression ...
When a user changes any properties (for calling PostEditChangeProperty ) in parent static mesh or restarting the editor, the modified mesh is applied correctly. how to reproduce: [Link Removed] ...
This is related to the optimization applied in CL#13181876. Binding simulation mesh to display mesh can't find the nearest triangle when a triangle is located near the AABB boundary. ...
The editor does not seem to be handling frame ranges properly for 60fps animations. Say you have a 200 frame animation that spans frame 0-200. Upon import it will be 201 frames. If you set the ra ...
SkeletalMeshReproduction node stopped showing meshes other than SK_Mannequin. ...
In the rolling ball template, the new floor meshes cause the player character to jump when the player has not pressed any jump commands. It occurs more often if the players movement has been increas ...
When adding new HISM instances, actors using SpeedTree -> WorldPositionOffset material are reset. 4.19 Repro project provided by user. I was unable to get WPO wind working in 4.18, I did noticed th ...
This is an infrequent Mac crash in the 4.18 release. The callstack is similar to [Link Removed] and originally thought to be part of the same issue, but that Jira has been fixed and many other simi ...
Mark S: This is an Intel compiler failure on macOS 10.12.6. Callstack from LogAssertion failed: [File:/Users/build/Build/++UE4+Release-4.18+Compile/Sync/Engine/Source/Runtime/Apple/MetalRHI/Privat ...
r.Shadow.FadeResolution and r.Shadow.RadiusThreshold values in DefaultScalability.ini are not being applied ...