Continuation of [Link Removed] Previous ticket addressed the crash. However, it didn't fix the FScoedLevelCollectionContextSwitch to allow for demo commands to be run from Execute Console Commands. ...
Engine crashes when asset has been reimported multiple times through the mesh editor -Editor crashes in Main when reimporting -Editor crashes in 4.17 when changing the Import Transforms ...
In 4.14, changes were introduced to share replicated state between objects on the server (Shadow State) this was done to allow sharing property comparisons to determine when objects needed to replic ...
A user has reported that using GetAttachedActors in the Constructor does not work properly. If actors are attached in the editor, the function does not return the correct value when called in the Co ...
Far Shadow Cascades are fading out based on the length of the Distance Field Shadows. Causing the shadows to cut out abruptly. ...
When launching a cook on the fly project on Android the splash screen last about 2 minutes before the template opens. ...
When skylight raytracing is enabled, and skylight mobility is movable, skylight diffuse convolution is used on top of the skylight diffuse raytracing, causing severe bias and incorrect raytraced res ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
int64 UProperty with ExposeOnSpawn meta tag won't compile from a C++ UUserWidget class. ...
Niagara's Initialize Particle Module has the Input.Position Write default Value False which is fine as long as the Cascade To Niagara Converter can realizes whether Cascade has the location Module a ...