Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode Hi, We have a material that uses the Depth Fade node for the Opacity and Base Color. However, the engine cras ...
The Niagara preview viewport seems to be fixed at a 30fps update time, which makes it difficult to fine-tune short lifetime FX. It would be good to either have options for viewport max fps, or for s ...
Licensees have reported failed multi-thread access code for NavElementAccessDetector in complex levels that have not finished compilation of their static meshes. The eventual failed check is inside ...
Hello, We are building a world with world partition & a lot of nanite foliage. We want to modify out Foliage Instance grid size via the commandlet. [Link Removed] Even in a new empty level the c ...
Attempting to package a runtime plugin (does not occur with a Development plugin) in a Blueprint project fails in 4.21 Preview 2. This also causes some Editor files to be deleted, including the Modu ...
Found in 4.22 CL#6574378 Reproduced in 4.21 CL#4753647, 4.24 Main CL#7062442 May be similar to [Link Removed], which was reported fixed in 4.13 The following warning is spammed when trying to mov ...
Note : Reopening the level sequence causes ensure failed. (also see callstack) LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: InstanceRegistry->I ...
Labels for buttons added to the Level Editor Toolbar from the Editor Utility Tool Menu Entry blueprint do not appear in the toolbar. This functionality did exist in 4.26/4.27 but no longer seems to ...
This is actually a bug with function duplication via UEdGraphSchema_K2::DuplicateGraph. After a function graph is duplicated, the function entry node still retains the same GUIDs for its local vari ...
From licensee:When the player pawn teleports inside a structure that is a HLOD, the dithered HLOD fading transition is not properly reset so we can see it re-starting to fade, from the inside. Our ...