Parameter collection overrides defined in the Niagara system's System Properties do not work. In FNiagaraSystemSimulation::GetParameterCollectionInstance the return value of GetParameterCollectionO ...
Light Functions are stretching and flickering on large translucent surfaces. Translucents Surface:[Image Removed] Opaque Surface:[Image Removed] ...
Physical materials placed on starter content shapes always return as invalid for any trace or collision query. ...
The game crashed when the USB Dongle is connected or disconnected. Games that made by other engines are work fine. Refer to the attached video for the reproduce. ...
Changing any value in Edit shared defaults window with multiple blueprint assets leads to Engine crash. This is a regression from 4.16 ...
This issue is regression. It crash only 4.25, and it dosen't crash in 4.24. Copy and past a specific track (spawnable, actor with event track, set endpoint) causes a crash in the editor. ...
Crash on build in editor with UProceduralMeshComponent 4.8 p2 ...
UBT is not passing UE_ENGINE_DIRECTORY to GForeignEngineDir because in UEBuildTarget.cs IsCurrentPlatform only checks for Windows and Mac. Because GForeignEngineDir is not set, config files and oth ...
REGRESSION No, I was able to reproduce the hard lock in 4.16.1. A frequent ensure occurs when opening static or skeletal meshes on Mac. Doesn't reproduce 100% of the time, but I've gotten it about ...
A crash occurs when copy and paste the ChildActorComponent, only if the template actor has a DefaultSubObject. There is no crash in the case of using Actor (eg. AActor) without a DefaultSubObject as ...