Materials using EyeAdaptationInverse may render incorrectly when debug visualizations are active. This issue can be resolved by modifying the EyeAdaptionInverse function in EyeAdaptionCommon.us ...
Renaming a Parameter in a Base Material will make all instances of that Base Material in the level and the instance's thumbnail reset to default values from Base Material until the Instance is opene ...
Trying to use UAT to build a plugin that has CanBeUsedWithUnrealHeaderTool set to true will fail due to a null reference exception (log from Main CL 4666322 attached). This happens because the plugi ...
This is a trending crash coming out of the 4.17 release. Users have not provided useful descriptions of their actions when the crash occurred. User Descriptionschecking stuff on internet. what does ...
A licensee was trying to extend the FSkelMeshSection, FSkelMeshRenderSection and USkeletalMesh serialisers with their licensee version number and found that the FSkeletalMeshRenderData::Cache functi ...
Physics object resting on movable platforms have erratic physics behavior in 4.14. This is a regression from 4.13.2-3172292 User Description: When placing more than 10 or 20 blocks on a moving pl ...
Executing the r.SetRes _x_f command fails to set fullscreen mode when executed through blueprint node. The issue occurs when executing the command through level blueprint and an actor blueprint plac ...
The dumplogs and any other logs requested from this user are listed within this AnswerHub post. I do have the DMP logs currently on my PC if you're unable to download them, they're 1.9GB Jarek S. h ...
A material with Shading Model set to Subsurface Profile is no longer affected by Opacity value in 4.17, 4.18, and 4.19 (Main) but was previously working as intended in 4.16. This is a regression. ...
Context The Recast module has a helper struct rcScopedDelete for allocating, resizing and automatically freeing the allocated memory when the struct goes out of scope. Its allocation functions can ...