A crash occurs when importing any SpeedTree asset with the default import settings. The user reporting the issue says "the crash occurs if I have import WIND AND SMOOTH LOD checked like the default ...
It appears the custom hit testing logic of WidgetComponent handles click positions well via UWidgetComponent::GetHitWidgetPath adding virtual mouse coordinates to the arranged widget, but mouse move ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
CopyFile function in CommandUtils.cs assumes that an exception will be thrown if the number of retries is exceeded, but the loop condition prevents it from being thrown. Following fix works:publics ...
SetMaterial allows the user to add a Material which updates the GetMaterials array but not GetNumMaterials. The user who reported this was trying to add a material to a skeletal mesh during runtim ...
PhysX throws warnings (which are escalated to errors) when CCD and Kinematic are in invalid states (they can only be enabled exclusively). The code to fix this has already been submitted, but may c ...
When using a Sequence that is a duplicate of another, without changing the event names, the duplicate Sequence will still fire off the event from the original even if the values are changed. Changin ...
A licensee has reported an issue where using ABSLOG results in some parsing issues with certain characters in path names. In this example, the issue is with ). If the Parse function ends up parsing ...
Masked materials that sample virtual texture don't function correctly. They render black instead of masked. This happens when there is no depth pre pass enabled. Automatically enabling depth pre p ...
The GameFeatureData asset used by the game features subsystem supports defining extra paths to scan for asset manager assets specific to that plugin. Originally this system only supported relative p ...