When a macro takes in a two Wildcard inputs and two Wildcard outputs connecting a variable to one assigns the value of all the outputs even if they don't connect (check attached image). You can see ...
When using the multi-user editing tool inside a 4.24 project, persisting changes will sometimes result in a crash. Unable to reproduce the issue. However, the user has reported occasionally re ...
When we reimport our skeletal meshes with updated FBXs, the resulting skeletal mesh is scrambled up. See Scrambled.jpg attached. This does not affect every single reimport but happens randomly. W ...
[Line 1585] d:\build++ue4+release-4.14+compile\sync\engine\plugins\runtime\googlevr\googlevrhmd\source\googlevrhmd\private\googlevrhmdrender.cpp(42) : warning C6386: Buffer overrun while ...
This is a common crash affecting users. User DescriptionsJust import a Mesh of Fuse Source Context 624 void UnFbx::FFbxImporter::RecursiveBuildSkeleton(FbxNode* Link, TArray<FbxNode*>& Out ...
This is a common crash affecting users in 4.16 and into the 4.17 Preview. User Descriptionscopying-pasting curves in Sequencer Source Context 979 void FSequencer::NotifyMovieSceneDataCha ...
After enabling "Support Compute Skincache" in the project settings and packaging a game on Linux, the packaged game will throw an assert. Any setting that turns "Support Compute Skincache" on automa ...
Moving certain sub groups out of a group cause some of them to appear through a new datasmith import (in a new blank project), but most objects are still missing even with very small groups, and eve ...
When undoing a Replace Selected Actors operation, the resulting actor is corrupt and triggers an ensure where the root component is in the process of being destroyed. This is a regression that poppe ...
Render optimizations are causing the cloth render data to be updated one frame too late after an off screen cloth object has been teleported back on screen. The optimisation triggers itself after a ...