"Out of video memory" crash when attempting to save many assets with source control enabled

Rendering - Sep 25, 2020

This will only repro when connected to source control ...

Ray traced shadow sample settings greater than 1 cause shadow artifacts

Rendering - Ray Tracing - Sep 23, 2020

Alternative you can follow these steps to reproduce 1. Create a new project with ray tracing enabled 2. Activate the groom plugins 3. Import a groom asset into the scene 4. Add any light type to the ...

Dynamic Delegate for Actor doesn't show up in BP Editor

Gameplay - Sep 21, 2020

The delegates for actor should show up in the Detail tab like components. There should be an "Event" group and list all available delegates, and designers can click on the "+" sign to add event on t ...

Crash when quick binding a function in a class that extends LevelSequenceDirector

Tools - Sequencer - Sep 16, 2020

The purpose was to create a Level Sequence Director inheritance class so that the same event could be reused in multiple sequencers. Attempting to quick-bind this base Level Sequence Director event ...

Crash occurs when RayTracing.ExcludeDecals is enabled

Rendering - Ray Tracing - Sep 16, 2020

The cause of the crash is out-of-range access to the array. ExcludeDecals eliminates the mesh instance to which the decal material is assigned, but it seems that the MeshCommand has been registered ...

DrawDebugString display wrong position in PIE when changed display scale

Tools - Sep 16, 2020

The display position of the text in DrawDebugString is affected by the scale of the display. Should refer to the Project() of DebugCanvas (not Canvas). -  Suggest Code void AHUD::DrawDebugTextL ...

Crash occur when switching the Ray Tracing shadow function when only shadow is enabled in the Ray Tracing

Rendering - Ray Tracing - Sep 16, 2020

According to the licensee, this problem is caused by a variable inconsistency in Cvar. The cause seems to be the difference between the CVar reference when generating RayTracingSceneRHI and the CVa ...

Can not output the log that is "Category=LogActor, Verbosity=log"

Gameplay - Core - Sep 16, 2020

The LogActor is set to "CompileTimeVerbosity=Warning", so it cannot output more than the "Warning" level. ENGINE_API DECLARE_LOG_CATEGORY_EXTERN(LogActor, Log, Warning); Suggest the following  ...

Functions containing Unicode characters break nativization on Clang-hosted target platforms.

Gameplay - Blueprint - Sep 15, 2020

The UHT boilerplate code that's generated from a converted Blueprint class header file generated from a Blueprint class containing one or more function names with non-ASCII characters will fail to c ...