On welding physics bodies during primitive component attachment, UPrimitiveComponent::WeldToImplementation() calls GetRootWelded() and then GetBodyInstance() on the returned root. This searches by b ...
Geometry Collection cluster handles leaking and causing ensures with field systems. The licensee has shared their analysis: We have been tracking down an assert that seems to happen occasionally wh ...
Copy-pasting an actor property that is a set of strings adds extra quotes and escapes. The licensee has reported: The problem doesn't happen for example for properties of types set of integers, nor ...
BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...
An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
When dragging the Details Panel in a Blueprint across the event graph the editor will crash. [Link Removed] ...
When setting the console command r.shadow.MaxResolution to a value of 1 will cause a crash. CrashReporter: [Link Removed] ...
Since changing the temporal history buffer to 11:11:10 from FP16, it looks as there is visible dithered quantization to remove banding when rendering. (Taken from conversation on Forum Post linked f ...
A Redistribute file for VS 2015 is needed to build lightmass, but this is not currently included with the engine. If a user does not have VS 2015 installed, lightmass will fail with this error: Un ...
When using the Create Player node to setup split-screen multiplayer, only the last player created will show properly. All other players experience render issues for their character and environment. ...