Major performance drop with instanced meshes since PhysX 3.4 upgrade Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) For me, my results were: 4.8 through 4.13 No Collision - ...
The editor seems to be intermittently crashing when switching the value of a Map variable. I've only been able to get this to occur when switching from one type to a Vector at this time. ...
When adding/removing pins on a Switch on Gameplay Tag Container node, it can cause a crash. There are multiple ways to get this to happen when deleting pins, the order given in the reproduction step ...
Don't believe there's a regression here, but would be good to verify everything is working as intended still after the scene-alpha refactors, no accidental swapped inputs or incorrect sampling. AA d ...
The collision mesh and the display mesh are often similar enough to be difficult to differentiate, and there is currently no way to view the collision wireframe without the display wireframe as well ...
A crash occurs when setting the Blend Type for multiple Landscape Layer Blend nodes from Weight Blend to Height Blend. ...
Anchor text can be scaled via the scale box. The scaling for the anchors of widget can be affect if placed in a scale box ...
It seems that in CoreNet.h, there are two constructors declared. However, only the first constructor is defined in CoreNet.cpp. If you look in CoreNet.h, you'll notice that FNetBitReader( int64 In ...
Error message: Assertion failed: false [Link Removed] [Line: 1123] Looking for node K2Node_AnimGetter_327 but it cannot be found in provided panels Source Context: 1108 } 1109 111 ...
When a physics mesh lands on a skeletal mesh, it will never go to sleep. ...