The texture property node returns incorrect values for texture objects that have a render target as its input. The correct value will be returned if a normal texture is used for the input instead. ...
In cascade if you add particle LODs then remove, clear the LOD settings array, then attempt to add more LODs (after current) the editor will crash. This crash will only occur if you add LODs after c ...
When loading individual events/sounds in an FMOD bank file, the cook will emit a warning for each asset which pollutes the log file with superfluous messages. This is because the actual event/sound ...
Two ensures fire when opening the TM-ShaderModels Map in QAGame with the -onethread argument. The callstacks look identical with the exception that one is for a pixel shader and the other is for a v ...
An assert fails when opening the TM-ShaderModels map in QAGame with the -onethread argument. The crash does not occur on any other maps tested. Two other ensure occur before the assert, those issues ...
Renaming or naming assets with a leading underscore invalidates the asset. The assets will be renamed to "None" and report occupying 1KB in space. It is no longer possible to interact with an object ...
Changing IsTickableInEditor to false does not prevent an object from ticking while in editor mode. ...
USkeletalMeshComponent::USkeletalMeshComponent() caches off the teleport values for later use and then ignores the exposed values entirely. This should not be the case. We either need to detect chan ...
If the user sets up Suspend Clothing Simulation in the Construction Script of a blueprint, it will not work when playing. It will work if setup in the Event Graph on Begin Play. ...
When the user suspends cloth without stopping animation, there will be some odd shadow movements. This doesn't occur if the user stops the animation along with suspending cloth (which is the prefer ...