When using a laptop with an added in graphics card that's Nvidia, the menus in the editor duplicate. However, if you force the editor to use the integrated graphics card, it does not occur. From th ...
The HLOD system gets stuck in a infinite loop when building. Comment from the user: ++I've tracked it down to this code: const AActor* UHLODProxy::FindFirstActor(const ALODActor* LODActor) { a ...
When implementing a sequencer system that uses FSoftObjectPath to reference an actor placed in a level (at runtime, the corresponding actor is obtained by calling FSoftObjectPath::ResolveObject), Re ...
Currently FNotifyNodeInterface directly references notifies that live within the related anim sequence. This can cause intermittent crashes when notifies are removed as the UI can still reference t ...
We recently encountered an odd issue where loading into our main world partitioned map would result in a crash caused by all streaming cells getting loaded at the same time. Turns out this was cause ...
A material with Shading Model set to Subsurface Profile is no longer affected by Opacity value in 4.17, 4.18, and 4.19 (Main) but was previously working as intended in 4.16. This is a regression. ...
The attached project is from a licensee who made a Quest system where a blueprint has several ConditionContainer instanced subobjects, that contain EdGraphs with custom question condition nodes. On ...
Meshes that animate via vertex deformations using worldposition offset display incorrect surface normals while animating. The reflections of the environment smear as the mesh moves making it look tr ...
Right now the AssetManager uses different logic in ModifyCook vs VerifyCanCook, specifically related to secondary assets like textures or maps that are indirectly loaded by soft object paths and are ...
Licensee reported crash when playing HLS video with ElectraPlayer on iOS16. According to their research, we can avoid the fix by doing the following: Delete check() in the corresponding line Engine ...