Starting a hot reload by clicking the Compile button in the Editor fails after adding a Static Mesh Component to an Actor code class. This only occurs in the binary version of the Engine, and only i ...
Adding a material to an FBX with a Multi/Sub-object material, then reimporting the FBX will not import the new material. The material element will be added to the mesh but the material applied will ...
Opening Color Picker Windows crashes editor with Assertion Failed: IsOutsideRenderPass() in VulkanCommandBuffer.cpp Did not reproduce on Nvidia Linux Similar to: [Link Removed] but distinct from i ...
The alignas keyword is not usable with a USTRUCT. It can be used with a normal struct. ...
Placing a FunctionalTest Blueprint into a level that contains a landscape component and a sub-level that also contains a landscape component results in a crash when PIE is started. This only occurs ...
Motion tolerance for Spawn Per Unit does not affect the particle system. Even if the vaules are set very high. Found in 4.18 CL# 3832480, 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Preview 2 CL# 4472 ...
Using the maximum resolution available on the monitor for windowed mode results in the window overtaking the Windows taskbar. ...
Once packaged, a persistent level is unable to create navmesh data properly if the navmesh bounds volumes are only present in its sublevels. The issue can be traced to the UNavigationSystemV1::IsThe ...
Running a packaged game with DX12 will crash on launch every second start and after. If you delete the files with the .ushaderprecache extension that are in the ProjectName/Saved folder the exe star ...
You are unable to access or create references to any Sublevel Actors in the Persistent Level Blueprint. Licensee reports being able to select the Sublevel Actor and then right-click to create a refe ...