Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...
When World Composition Sublevels are streamed out and back in the LODs appear distorted. This reported and tested in 4.24.3 (CL-11590370). This was reproduced in 4.23.1 (CL-9631420), 4.25 Preview ...
UObjects returned from "Get Item Children" in a TreeView widget causes an engine crash, due to invalid pointers. User has proposed the following fix: The best fix is probably such: When Slate list ...
Licensee reports it's not possible to use the dynamic framework used by the latest release of the iOS version BugFender - [Link Removed] Licensee bug report: : https://github.com/bugfender/Bugfende ...
When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux. In Engine ...
Merging actors with cast shadows disabled causes the merged actor to be unable to cast shadows at all. Toggling the Cast Shadows option does not resolve the issue. This is seen in //UE4/Release-4.2 ...
This was reported in a UDN. Jeremy M. originally pointed out that the stepping looks to be caused by high res geometry sampling a low res heightmap. Additional observations:Loading the tile in w ...
At some points the rotations will diverge briefly while the client and server attempt to rotate to the orientation direction by going different directions about the rotation axis. ...
The Export map will properly be updated but the creation of the import will fail with SourceIndex == INDEX_NONE From MarcA: I'm guessing the import source index is always none for native classe ...
Only files in UFS or NonUFS manifest that are local are returning a non-minvalue timestamp. While this is expected it is causing issues with logging file handling. See: https://udn.unrealengine.co ...