When a commandlet is run it successfully completes but does not terminate the engine correctly. It appears that multiple requests are made to terminate the engine process these subsequent engine ter ...
From https://github.com/Oculus-VR/UnrealEngine/issues/60#issuecomment-544537005 UOculusNetDriver::LowLevelSend was modified to take an FInternetAddr pointer instead of an FString (due to the same c ...
From Licensee: You can reproduce this in stock by doing the following:Make a new 5.1 project with a new WP map (it can be empty)Put some actors in some folders in the outliner and save them/reload ...
The wireframe for "r.ShowPrecomputedVisibilityCells 1" is upside down as stated in the UDN. ...
Some licensees have reported good results compiling the editor in monolithic configurations - startup times are noticably shorter. I believe there are a number of things that need fixing up across t ...
GPUScene primitive validation is currently busted and asserts. It looks like there are two problems: 1) NaN's in the entries can cause comparison issues, so a MemCmp would be better. 2) There's a ...
Calling UMovieSceneSequence::FindPossessableObjectId with a guid that relates to a child binding does not work correctly because it just goes through the binding references and calls LocateBoundObj ...
Foliage disappears When Using sg.EffectsQuality 1 on Standalone. ...
If another persistent level is open, the fix up can work. ...
Per https://udn.unrealengine.com/questions/349614/checkpieinstanceid-1-fails-when-executing-seamless.html ...