If a skeletal mesh has a section disabled the ray traced shadow will flicker when the camera or itself moves. Previously in 5.6.0 no raytraced shadow would appear if a section was disabled. This wa ...
It appears that if you create a Matinee in a Sublevel, and then subsequently move the matinee between levels. It will not keep associations with the attached actors in the Matinee and not trigger e ...
Filepath for asset referenced in Gamemode blueprint produces error: /Game/ACustom/Code/cBP_Gamemode: Failed import for ObjectProperty /Game/ACustom/HUD/Game_UI.Game_UI_C:STMSG Fix up redirectors ...
Spawning an Instance Static Mesh at runtime does not have collision. This issue appears only in 4.8 Preview 1 and the 4.8 Release branch (tested on CL-2540862), but is fixed in Main Branch as of Ma ...
Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...
In 4.13 launching a linux game with -binnedmalloc will use the binned allocator. In 4.14 the command line was accidentally changed to -binnedmalloc1 while making other changes. It is still -binnedm ...
Crash Reporter: [Link Removed] In a Blend Space 1D, setting the minimum value to any variable other than zero then applying and saving results in the editor crashing. Since being labeled "fixed," ...
During runtime, the red coin in Stand 1.7 on the Blueprints_Overview map of Content Examples should emit a large spark particle system 5 times. While investigating, I tried disabling "Use Fixed Rel ...
A change was made to AActor.GetComponents which appends the results instead of resetting the output array. This seems to only impact 2 places in the code, and has a big side effect in the texture st ...
When we do the refactor for MeshDescription we miss the staticmesh reduction project settings option and change only the quadric reduction. There are two possible fixes for this issue: 1. Implemen ...