The auto exposure that occurs with the post processing still occurs even though post processing is turned of when persona is closed and reopened. ...
UActorComponent has hideCategories=(ComponentReplication) set in the UClass macro preventing uint32 bReplicates:1; to be set as a default setting. ...
This issue was discovered while smoke testing Release 4.13 for Preview 2. ...
Editor is crashing when copying a copied instance of a blueprint in the level. We were unable to reproduce this issue adding a component to the blueprint through the blueprint editor. This issue on ...
Any light's min roughness setting creates black artifacts with materials who have a roughness value less than 0. The min roughness must be =< 0. ...
Attempting to add an instance to an Instance Static Mesh Component at runtime through code causes the editor to crash. ...
As mentioned in closed bug [Link Removed], memory isn't being freed when the server changes maps. ...
Crash occurs in FGPUBaseSkinVertexFactory::FShaderDataType::UpdateBoneData() on RenderThread2 at the following line: check(NumBones <= MaxGPUSkinBones); The problem seems to be a race condition ...
Destructible component doesn't register hit event with Landscapes. The only way to get the Destructible to register the event is to enable Impact Damage on the Destructible mesh. User Description: ...
Crash occurs when importing an alembic asset as a static mesh, saving it, and then importing it again as Geometry Cache. ...