CopyFile function in CommandUtils.cs assumes that an exception will be thrown if the number of retries is exceeded, but the loop condition prevents it from being thrown. Following fix works:publics ...
When mesh reduction results in a section becoming empty, the material slots are incorrectly assigned. e.g. if section 0 gets removed due to it having no triangles after reduction, then its material ...
This is an infrequent crash in the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 849 uint32 UMaterialExpression::GetOutputT ...
While separate translucency is enabled DOFRecombine will incur a cost even when not using DOF (Scale of 0 or blur size of 0). Maybe we can check to see if those values are == 0 (meaning DOF is effec ...
Duplicate slots are being created automatically under the Default Group in the AnimSlotManager. This is causing some problems because it replaces the originally created slot with the duplicate in t ...
OnParticleCollide doesn't return Velocity on every collision. User description: "If you add a particle emitter, and add an Event Generator - Collision and Actor Collision Binding an event to tha ...
If the user updates to a new Source Animation for a pose asset, while a pose was active in the viewport (weight set to 1.0), the pose will be set to 0.0 in the pose list even though it's still activ ...
The editor crashes when attempting to make a change to the units located in Edit->Project Settings->Editor->Appearance. The crash occurs as soon as one of the dropdowns is clicked. This is a regr ...
Fixup Redirectors doesn't work in the editor when showing redirectors using the filter and then choosing Fixup. The maps that reference the redirectors aren't being checked out and fixed. I'm just g ...
Starting position of physics simulated bp is different in Standalone Game User Description: Things work fine in the editor window, but when I run a standalone game then blueprints with physics bod ...