It has a common chunking visual artifacts that lot's of triangular Translucent overlap once Ribbon's width is big and twisted heavily facing to Camera [Image Removed] It can be fixed by adding mor ...
Deleting the first instanced subobject entry from a default value for a map or set variable can result in accessing an incorrect subobject for the element's value during reinstancing, which can then ...
Modulate Blend Mode on Deferred Decals does not blend multiply with background pixels. Transparency for Deferred Decals also does not seem to match with what occurs in 4.27; Repro Rate: 4/4 Tested ...
The following check fails occasionally: check(InstanceCustomData.Num() == (NumCustomDataFloats * InstanceSceneData.Num())); I was not able to narrow down more precise repro steps, but it appears t ...
When outputting with Custom Render Passes, the Render Pass is automatically added at the end of the output frame file name. We have a few variables that we can control in the FileName Format sectio ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: !bIsReentrant [L ...
OnParticleCollide doesn't return Velocity on every collision. User description: "If you add a particle emitter, and add an Event Generator - Collision and Actor Collision Binding an event to tha ...
This is an early crash coming out of 4.18 that appears to occur when launching projects onto Android devices. It also seems frequently related to ARCore. User DescriptionsSo this is the example pr ...
This issue has been around for a long time (potentially UE3). UNetDriver::Time is a float, which is updated by accumulating Delta Time during ticks. This means the longer a game runs, and the highe ...
Pausing simulation in PIE does not pause looped timers on the Server when players is set to more than 1. The Client pauses the timer as expected. With only one player, timers are paused as expected. ...