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In UGameViewportClient::ProcessScreenShots, when bHdrEnabled is true, the Bitmap array is never filled (the capture code uses BitmapHDR), so S...
USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup propert...
A licensee runs UbaAgent on Windows Server Core. This worked in 5.5 and 5.6, but broke in 5.7. After some investigation, they found that UbaA...
SynchronizeWithExternalDependencies will call Modify on the Pose Search Database when the database has changed. This will call FAsyncPoseSear...
It seems the FEditorShaderCodeArchive.LoadExistingShaderCodeLibrary missed some functions, use FEditorShaderCodeArchive.AddShaderCodeLibraryFr...
When using a mesh variation node within a macro instance script, the material slot name of the input mesh is not transferred. On the generate...
UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asse...
A typo in a conditional compilation macro in NaniteRasterizer.usf causes code controlling distant tessellation reduction to never be included ...