A Salesforce ticket reports that entering the above code into a custom node in a Material Function causes a crash. I was able to repro his crash reliably. This is a regression. Working as expected ...
Changing the scale of an actor with the level editor gizmo follows a very different codepath than changing it via the details panel. A side effect of this seems to be that line traces will no longer ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Packaged game without IOStore never hits this error. ...
Tagged bindings aren't deleted when their object binding is deleted in the sequence. ...
Niagara components don't null check their tick functions, and can cause a crash as a result. Compare to UParticleSystemComponent::TickComponent which does. It's fairly common in the engine to pass n ...
Not a regression as this also occurs in //UE4/Release-4.25.4 Behavior should work like other BP nodes, where copy/pasting puts the node where the mouse cursor is located. Current behavior is time ...
When adding certain Material Instances to a Skeletal Mesh, the Material Instance break and renders as the World Grid Material. This persists in the project and the Material Instance cannot be used u ...
Engine crashes when i try to remove unused bones. I have lot of things going on in those characters, they all share same skeleton. There are anim blueprints with control rig and pose drivers, there ...
RTWriteMask shaders were using incorrect array bindings, causing visual artifacts. ...