It is possible for the while loop in UnrealEditor-SubobjectDataInterface.dll!USubobjectDataSubsystem::GetActorRootHandle(const FSubobjectDataHandle & StartingHandle) Line 815 to not terminate when ...
The explanation from the licensee seems pretty comprehensive. Text from the UDN: We've been trying to run fixupredirects via the resavepackages commandlet, but noticed that the OFPA assets were no ...
When using static or dynamic modifiers only navmesh, there are times that the navmesh will build and display correctly in editor, but it does not get properly loaded at runtime (PIE/SIE). The Recast ...
Packed level actors may not be updated after changing certain properties. Workaround: reload the level containing the PLA. ...
Rect lights cause artifacts (nan pixels) on pixels of surfaces that are coplanar with light position. In RectLight.ush, in RectIrradianceLambert, at line 106, c30 is -1, so rsqrt(0) causes a nan to ...
The log output in ValidateStaticUniformBuffer, lists hashes that do not correspond to the actual shader name which makes it difficult to track down problem shaders. The current log output code is ...
Expanding pins and moving nodes in the graph marks the Control Rig blueprint as dirty, requiring a recompile of the entire blueprint. Blueprints do not do this. ...
This issue is an easy fix but raises a different problem which is likely ingrained in UE, which is that MIDs should not be serialized out and should always be transient. Unfortunately we are in a po ...