FScene::RemoveWindSource is called from a parallel for loop, and concurrently deletes wind component pointers from the same game thread array causing crashes when the scene contains multiple wind so ...
When adding a Material Layer, that has a Static Component Mask Parameter node in it, to a Material Instance, the editor will crash. The ability to set Material Attribute layers in a Material Inst ...
The collision DI input is a hidden input, but is necessary for compilation. The input node should likely be marked as required, not hidden. ...
Virtual Texture is not available as an option for the Material Domain. Even if Virtual Texture support is enabled in the project settings. Tested in //UE4/Release-4.25 @ CL 14469661 and this did ...
This problem was reported in this UDN:https://udn.unrealengine.com/s/question/0D52L00005PbEYNSA3/landscape-distance-fields-artifacts?fromCase=1 ...
Pasting a button element from one Widget Blueprint into a second Widget Blueprint that has had its root Canvas Panel deleted results in a crash. The crash only occurs when the Canvas Panel is delete ...
Playing a sequence more than once will have an incorrect player status on the first frame. ...
The filter in UContentBrowserClassDataSource::CompileFilter does not work because the enumerated class objects are FName without path, while the filter item is name with path. [Image Removed] ...
This issue can occur when setting the Decal Material to Instanced Static Mesh in a Raytracing enabled project. (If there is a cache, it will not crash.) The cause is that DefaultDeferredDecalMateria ...
UDN - https://udn.unrealengine.com/s/question/0D52L00005H9X5XSAV/sweepcomponent-never-returns-a-valid-hit-against-skeletal-meshes-when-using-physx?fromCase=1 ...