There are two issues when painting landscape layers.Paint: When painting between different layers, square-shaped artifacts or splotches appear.Fill Layer: The blended weights of other layers aren't ...
Reflections do not receive SkyLight leakage contribution from a static SkyLight when static lighting is disallowed. This is caused by the function UpdateSkyIrradianceGpuBuffer checking if the SkyLig ...
Context: Sockets are attach points that can be placed on a Static Mesh to attach an object to the static mesh. Problem: Importing an FBX that contains a socket from Blender to Unreal, the socket ge ...
Create an asset containing a RetainerBox in UMG, then add the created UMG to the viewport using AddViewport. Running MRQ after this causes a crash. ...
It is possible to add items to a replicated fast array that are not intended to be replicated to the clients. For example, FGameplayAbilitySpecContainer has a custom ShouldWriteFastArrayItem impleme ...
When a keyframe is added to a track in the Sequencer, undoing the operation correctly removes the keyframe, but it also unselects the actor. This becomes especially inconvenient when multiple actors ...
Once a mover character has had a skeletal mesh set as its movement base, it appears to get stuck in a desynced state after moving to a static movement base. It is only when the character's movement ...
It crashed when unspawning an AI which will destroy its entity. Inside DestroyEntities "IsProcessing" is true, but when it breaks into the debugger, "ProcessingScopeCount" is 0 (so IsProcessing shou ...
The underlying cause is some edge case involving a math expression node, which does some perhaps naive things with a contained graph. ...
The engine crashes when the r.MaterialQualityLevel is changed in a cooked game that uses the FastGeo Streaming Plugin. The crash doesn't repro with the same steps in Editor, just in a cooked build. ...