This is a regression that was introduced by the fix for [Link Removed]. As a result, we can potentially hit an assert in a cooked, nativized build during async load of a non-nativized Blueprint CDO ...
GPU Particles will always have a lifetime of one second when using a collision module. This is a result of an issue with how off screen timing is handled. GPU particles that are off screen should on ...
This buffer overrun is probably caused by the ExportParticleDataToBlueprint module does not respecting the GPUAllocation Fixed Size setting in the module. In fact, out-of-range export data is not c ...
There are two UDNs related to this issue. It makes the Path Tracer unusable with MGPU, with atmosphere enabled. I already have a one-line fix implemented and tested. The atmosphere scan line arti ...
An ensure in GatherSubobjectData is being hit under certain inheritance conditions. This appears to be similar and potentially related to [Link Removed] and the fix at CL 16377852. Stepping through ...
This issue is an easy fix but raises a different problem which is likely ingrained in UE, which is that MIDs should not be serialized out and should always be transient. Unfortunately we are in a po ...
There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...
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 ...
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 ...