The same callstack appears in 4.24.3 (CL-11590370) but only when playing a Sequence with a Media Track that has a ImgMediaSource and Media Texture set on it. These repro steps work for 4.25 and 4.26 ...
In C++, arithmetic operators * and / have the same priority and therefore should be resolved left to right. In this case, * is being resolved first and / second. 1/128*128 and (1/128)*128 should p ...
Reimporting a skeletal mesh causes "use high precision tangent basis" & "use full precision UVs" to reset and no longer being applied to the mesh. Reported and tested in version 4.25.3(CL 13942748) ...
This issue seems to be occurring on a variety of Nvidia cards. So far, I haven't seen any indication that it is affecting AMD graphics cards. The majority of the reports have indicating that the pro ...
The Get node for the float value of Custom Axis Mappings only returns 0.0 when called from Blueprints other than the Controller. Input from the player does not affect the value. Note: this works a ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash. This only affects the Forward Render and works ...
When navigating the viewport, placed actors can leave a "black shadow" as the camera viewpoint changes. The artifacting remains until "Game view" or wireframe mode is activated. This only occurs i ...
World Outliner selection does not update transform widget location during play. This issue can be easily fixed simply by reselecting the object, this issue only affects the first time the object is ...
Possibly related to [Link Removed]. This affects Static, Stationary, and Movable point lights when upgrading a project from 4.18 to 4.19.2 or Main (tested in CL 4101872). If you click the "Reset to ...