This is a trending crash occurring in 4.17 and 4.17.1. Users have not provided any descriptions of their actions when the crash occurred. Source Context 345 if(Params.bTryAutoFix && Param ...
This is a not a regression. Tested in UE5(Binary), UE4(Binary), and UE5 Main(P4). Procedural Meshes have the option for CPDs listed in their details panel under Rendering > Advanced >Custom Primit ...
When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...
This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. The error message and callstack closely matches to past ...
Cannot change Collision Response channel once component is custom selected from scene. This is only an issue if the component is selected by first selecting the actor in the world (scene), then sele ...
A projectile brought over from 4.5.1 or earlier that does not have a Primitive Component as the Root, or removing the root from the projectile in 4.6, returns an error: "Movement component [Projecti ...
When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...
Newly created Level Sequence assets cant be opened when they have been created via Editor Blueprint Widget. They are created successfully through a button click for instance, but when you try to ope ...
ScreenPosition UV upside down on mobile. From User: "I believe the editor mobile preview provides "correct" results, while the mobile device produces upside down results. I ran into this issue w ...
When using a Direct Capsule Shadows on a skeletal mesh with a Stationary Point light, depending on the point lights placement, light source radius, and nearby surfaces will cast the shadow on the op ...