Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...
This is something that needs to be solved at the color track level in sequencer, we need to be showing current values in place of 0,0,0 for the things that are not animated. When animating just the ...
This issue doesn't occur on iOS using the same project. This occurred on all the devices tested, which were: Galaxy S6 (SM-G920F), v6.0, Mali T760MP8 Galaxy S7 (SM-G930V), v7.0, Adreno 530 Galaxy S ...
This is a common crash in the 4.16 and 4.17 releases. User DescriptionsWriting a custom component in C++. Hotcompiled it through VS2017. Had the BP editor open with a class derived from that compo ...
When an animation is currently blending out due to automatic blend out or GameplayLogic, further StopMontage with specific BlendOut will not update the time to blend out of the current blending out ...
Crash occurs when the user changes a variable in the animation blueprint, and then undo's the change. Note that this occurs with any variable being used, but the callstack will be some what differe ...
User reported: when playing an AnimMontage via GameplayAbility with the PlayMontageAndWait ability task that has a custom value for AnimRootMotionTranslationScale, (dedicated) servers can apply an i ...
If you import a static mesh with no setup lightmap and uncheck the option for Generate lightmap UV so that only the UV Channel 0 is present. When you use the Merge Actor tool with a single one of th ...
This callstack is occurring in 4.17.0 and 4.17.1, and appears to be a continuation of [Link Removed], which was fixed in 4.16.2 with CL 3502786. I'm not re-opening [Link Removed] because there are ...
Request from Licensee: When launch Launching in the editor, it seems that asset registries of platforms other than those specified in Launch are also generated. LogAssetRegistryGenerator: Startin ...