Lighting will build indefinitely in certain circumstances and can be verified in Swarm Agent that it will continue to process the maps even though the log shows it has completed. This is happening i ...
When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...
Getting a blackboard value as int and then attempting to increment it does not actually increment the value. Upon attempting to increment a value that started at 0, the editor continued to print out ...
Linked Asset trees do not transition correctly to Tree Succeeded if using an On Tick transition. The Debugger shows that the transition is triggered repeatedly but no state change occurs. Instead, t ...
User reported: when playing an AnimMontage via GameplayAbility with the PlayMontageAndWait ability task that has a custom value for AnimRootMotionTranslationScale, (dedicated) servers can apply an i ...
Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...
The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...
Generated from CrashReporter ...
[Link Removed] This also occurs with Submix overrides and for settings where the listener is outside the volume. From Ryan: Likely when this setup occurs, AGVs needs to know to re-evaluate interi ...
When using Precomputed Visibility in conjunction with HLODs and translucent materials without them culling actors occluded by the translucent material. The example gif attached shows that the base ...