Projects that are deployed in the Debug configuration crash when trying to load mips on the Android device. I do not see this issue when launching a project onto Android using the Test configuratio ...
When creating a static mesh from a Procedural Mesh Component that has been used by a Create Mesh Section node, the editor crashes. The editor doesn't crash when selecting the Create Static Mesh butt ...
The variable emitting this ensure (RelativeWorldToDecalMatrix) is not actually used, so this line can be removed. FDeferredDecalPS::SetParameters ... const FLargeWorldRenderPosition AbsoluteOri ...
Blueprint functions aren't showing up in the Profiler Tool. Found in 4.23.0 CL#8386587 Reproduced in 4.24.0 Main CL#8781358 ...
FKConvexElem::CalcAABB was ignoring the elements currently defined transform, and only scaling. This means that any actor that has a transform (not just Merge Actors) could potentially have very dis ...
In ShooterCharacter.cpp (line 376) there is a call to FMath::Min(0.1f, DeathAnimDurtation) that always returns 0.1. User suggests changing FMath::Min() to FMath::Max(). ...
When calling Set End Frame the TRangeBound type defaults to inclusive causing the range to go from [0, 50) to [0, 50]. This causes the section to last for one frame longer than it should. ...
The ParticleNotify should always be triggered while playing in sequencer editor regardless whether the spawned particle is attached or not to it's bone/sockets This stopped working since 4.15 versi ...