A crash can occur within GetWorldTimerManager() if the function is called when no valid World is present. It is not necessarily intuitive to have to make sure that GetWorld() will not return a nullp ...
DepthFade will failed when Mobile MASS enabled. ...
The Blueprint Diff tool does not highlight properties that have been changed from a previous version of the Blueprint if those properties are contained in a custom nested category. REGRESSION: No. ...
Changing the Level Streaming Method of a Level thats inside of a folder will remove it from the folder. Occasionally once all Levels have been removed from a folder, the folder will delete itself. ...
Auto Compute LOD Distance doesn't properly change screen sizes. The screen size for each LOD will be exactly the same regardless of the mesh you use with generated LODs. Working as expected in 4.19 ...
No user comments in crash group 208 check(Layout.ResourceOffsets.Num() == NumResources); 209 210 for (int32 i = 0; i < NumResources; ++i) 211 { 212 ...
Adding source length to a point light that is set to stationary or static will cause shadows to build incorrectly on movable objects. Working as expected in 4.18 CL# 3832480 Found in 4.19 CL# 4033 ...
No user comments in crash group 686 // Iterate over all chunks, serialize them into memory and decompress them directly into the destination pointer 687 for( int64 ChunkIndex=0; ...
No user comments in crash group 1785 int BreakPoint = 0; 1786 1787 // Assert with detailed information if the shader wasn't found for rendering. 1788 // This is usua ...