Multi Line Trace by Channel includes Actors with Overlap collision in the Out Hits array (but does not indicate a True Return Value). The two returns match with Ignore and Block collision settings. ...
Inherited components in Child Blueprints cannot be dragged into the Event Graph to access their variables. Searching for the Getter in the Event Graph works as expected. This seems inconsistent with ...
Upgrading a project from 4.11 to 4.12 causes Class Default nodes to disconnect their output pins from other nodes. If the node is reconnected and saved, it will disconnect again when the project is ...
Apex cloth material assigned to multiple material elements will not render correctly in Persona or when PIE/Simulate in the editor. Any material element other than element 0 will be masked/invisible ...
ICU for Android was built with U_TIMEZONE defined to 0, which means that ICU always considers itself to be in UTC, rather than use its default Android implementation. We should try and build ICU ag ...
ICU for Linux was built with U_TIMEZONE defined to 0, which means that ICU always considers itself to be in UTC, rather than use its default Linux implementation. We should try and build ICU again ...
This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...
We may fix this issue by the following codes. FPakPlatformFile::FPakPlatformFile(): LowerLevel(NULL) ,bSigned(false) { // remove //FCoreDelegates::GetRegisterEncryptionKeyMulticas ...
This issue seems to be occurring on a variety of Nvidia cards. So far, I haven't seen any indication that it is affecting AMD graphics cards. The majority of the reports have indicating that the pro ...