In the case of "Reimport Base Mesh + LODs", there is no crash. ...
If you travel between two levels that both share the same sublevel then the actors within that shared sublevel will not update their positions regardless of their positions being saved at different ...
IsValidOnMaster/IsValidOnShot need to be BlueprintNativeEvents with a default C++ implementation and allow derived classes to override the function. This is needed so that you can create custom set ...
I have a fix ready for this in cl: 17967661 ...
When selecting the Add Selected Curve Asset button with a Float Track in a Timeline, nothing appears to happen. However, if you delete the Float Track and then either add another Float Track or add ...
Need to make sure we support nullptr entries or make sure we do not create such null entries. ...
FInterfaceProperty::SerializeItem (and ImportText) attempt to determine if the passed in object implements the interface in question. They do this by calling GetInterfaceAddress, which tries to get ...
The end of the level visibility section places a DeterminismFence. This causes the issue. The fence clips the frame range and produces a discontinuous frame ranges, e.g. 23201~24000, then 24001~24 ...
When adding support for cube texture ([Link Removed]) there was no check added for render targets, making them invalid for Set Texture Object, when they were previously supported. ...
A licensee has also recommended a fix for this issue, please see the UDN link for details. Example renderdoc capture of the issue can be found here - [Link Removed] ...