Enabling bUpdateComponentTransformToRootBone in a GeometryCollectionComponent causes broken particles to appear in the wrong location. When that flag is true, the moment the GeometryCollection (GC) ...
[Link Removed] We should just cache any user-converted pins on the type promotion nodes and make sure to keep those types if they are valid. If they are invalid, then we can orphan them or someth ...
Subobject sorting is not stable in the Subobject editor, so the UX is bad if you are creating complex hierarchies because it's difficult to keep track of newly added or reordered components. ...
Node operations cause all of the collapsed nodes to be auto expanded. This is disruptive when working with complex hierarchies because you can't hide irrelevant components. ...
This appears to be an issue with Lumen, with some off-screen information making its way on-screen during an upsampling pass. We checked a Renderdoc capture and that is where it seems to come from. ...
There is a buzzing artifact on shadows that is seen in the provided test project. The problem seems to be far more subtle when VSM is turned off. Licensee mentions that turning r.Velocity.ForceOutpu ...
Consider a C++ struct containing an FText. Now consider a used-defined BP structure containing that C++ struct. When cooking an asset that references such a user-defined BP structure, the following ...
This crash occurs when you create a landscape, then create and save a material. Note The crash does not occur unless a landscape was created first I came across a couple of crashes revolving around ...
Appears some Android OpenGL drivers are not preserving the texture filtering when changing render contexts. Added saving and restoring it in context cases. ...
The licensee reported that check(IsInAudioThread()) was failed in FAudioDevice::UnregisterSoundClass when GC. The following is the call stack: 1 #00 pc 030d7b58 libUE4.so HandleError (/home/pirates ...