Reproduce and confirm what is going on with the input/output. AJA output in interlaced format, should provide 30 frames at 60fps. For each frame, 1 field should contains the odd line of the image a ...
AnimCurveCompressionSettings's codec is reset to CompressedRichCurve when user open the project, so user can not keep the state changed to UniformlySampled. The following code in the constructor of ...
Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...
This bug comes from https://udn.unrealengine.com/questions/492861/view.html and is a very similar problem to [Link Removed] The issue is that the code that harvests soft object references stored in ...
In TranslucencyRendering.cpp, FDeferredShadingSceneRenderer::RenderTranslucency, the following code: FViewUniformShaderParameters DownsampledTranslucencyViewParameters; SetupDownsampledTranslucenc ...
The root of this issue is that FLocalVertexFactory is doing manual vertex fetch in the shader. In HLSL, this relies on SV_VertexId. In GLSL, it's gl_VertexId. HLSL does not include the base vertex i ...
When this asset is imported into 4.22.1(4.22E0) it has incorrect object position and rotation. In 4.21.2 (4.21E3) the asset has the correct object position and rotation. ...
Surface snapping causes erratic changes in scale to StaticMeshActors that have children of the same type. The user also has provided a potential solution to this bug (Please see the code below. N ...
See CL 6473818. Remote compiling on a Mac is triggering a NullReferenceException for me, making me unable to build. I was able to delete the crashing lines locally to work around it for now.line 91 ...
Selecting an Actor with a Camera and a C++ inherited Blueprint Component that has sub-components,then compiling the BP component leads to a crash. Upon Debugging the Crash Call Stack: FindViewComp ...