A licensee upgraded their project to 4.18 and started to receive a compiler error when trying to build a project. This was tested in both their upgraded project and a fresh 4.18 project and the resu ...
When using the StringToBytes() function it returns one less byte due to the -1 at the end of the return. The function takes a string and converts it to bytes but it always returns one less byte than ...
There is an issue with flickering with foliage that occurs when setting the world origin point. This issue does not appear to be a regression. Versions Tested: Issue occurs in all versions tested 4 ...
Oculus CheckIfPointWithinPlayArea function returns incorrect results, always reporting true whether or not the hand is inside the play area or not. The distance and closest point also seem incorrec ...
The engine will crash in `FMacPlatformSplash::Show()` when trying to launch on macOS High Sierra. ...
When trying to change the value of Agent Height under RecastNavMesh-Default it will change back to its default value when you open back up the project. ...
-Morph target cycles through all values instead of only alternating between 1 and -1 -Couldn't reproduce in 4.17 -attached a test morph target asset Link to example video from user: [Link Removed] ...
Trying to build lighting on a map with high density foliage will fail lighting build or cause the editor to crash. This occurs in 4.15, 4.16, 4.17, and 4.18. There have been multiple reports of this ...
Destructible Meshes are losing collision and physics after a project has been packaged. They will work normally when running PIE. ...
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 ...