Instanced Static Mesh components update incorrectly in Standalone and Packaged game. When hit, all of the instanced static mesh components will snap to a singular location instead of each individual ...
There is a crash that is occuring when resizing windows with the debug filter popped out. The Debug filter that gets popped out is persistant and does not disappear when the the in line option appea ...
User reports of stack overflow happening in canRemoveVertex in DetourTileCacheBuilder.cpp if a poly has more than 16 vertices. The array for edges is a fixed array and is written to without checking ...
Activating and Deactivating Cloth Paint marks the skeletal mesh as dirty, even if no values were painted and there is no transaction in the Undo History. Painting Max Distance values from non-zero ...
There is a crash occurring with a packaged game that has a Struct containing an Enum inside of it, as well as having the nativization on, the issue does not occur if Nativization is turned off. The ...
When attempting to diff a Blueprint that has been reparented when the previous parent no longer exists in the editor, a crash occurs. The crash is due to the editor attempting to reference the delet ...
Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...
World Outliner selection does not update transform widget location during play. This issue can be easily fixed simply by reselecting the object, this issue only affects the first time the object is ...
This is a trending Mac crash coming out of the 4.18 previews. Most of the project titles experiencing this crash mention "AR" It is the exact same callstack and crashgroup as [Link Removed], but th ...
When an actor with geometry collection is destroyed, the engine doesn't remove elements from array in the ChaosSolver So illegal references occurs. Removing element with following quick fix code ...