When running in windowed fullscreen mode in a standalone build r.vsync 0 is not respected and the game always runs at a locked 60fps. When the game doesn't have focus, for instance when you press Wi ...
FMatrix::ErrorEnsure(const TCHAR* Message) doesn't output the message passed to it. Found in 4.23 CL#9631420 Reproduced in 4.22.3 CL#7053642, 4.24.0 CL#9892386, 4.25 Main CL#9892271 ...
Importing EDLs that reference the same shot more than once will not work correctly. ...
Post-Process Anim Instances do not have BeginPlay called. The proposed fix is to addif (PostProcessAnimInstance) { PostProcessAnimInstance->NativeBeginPlay(); PostProcessAnimInstance->Blu ...
When removing curves on some assets, a crash can occur. This seems to be due to const FSmartNameMapping* CurveMapping being null and dereferenced within UAnimationBlueprintLibrary::RetrieveContainer ...
Imported TTF fonts rendering unknown glyph for previously-working characters such as ' or ! or , or ?. In 4.21 the font was working as expected. User states that custom fonts should be forward-compa ...
Crash occurs when building the lighting with any Basic shape in the level. This crash occurs with Niagara plugin both enabled and disabled. This issue does not occur in 4.23 Issue only occurs on M ...
Related UDNs:https://answers.unrealengine.com/questions/597988/vertex-snapping-static-meshes-to-one-another.html (2017) [Link Removed] (2015) ...
In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...
If any skeletal meshes are not displayed, it stops increasing. Allocation count of uniform buffer is stable. added on February 26 Followings are an additional information from licensee. FD3D12 ...