`check(Samples.Pop());` this kind of `Pop()` inside of a `check()` is in a few places in MediaSampleQueue.h and MediaSamples.cpp but `check()` expands to nothing in Shipping/Test, so, required work ...
This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 2014 USkeletalMesh *ImportedSkelMes ...
Reproduced Crash on 4.18.3, 4.19.2, and Main CL 4081612. Licensee states: Based on a quick inspection of the code, it seems FVectorFieldVisualizationVertexFactory::ShouldCache() returns false (req ...
When moving Sockets around in Orthographic View with Snap to Grid enabled, Sockets snap to the Position Grid Snap value when moved along the Grid. In Perspective View this is not the case and moving ...
Copy / Pasting or Duplicating a Widget creates multiple transactions in Undo History. These transactions are labeled "Animatable Property changed.' By default, three Animatable Property changed eve ...
When the "Restore Open Asset Tabs on Restart" option is turned on in the Editor Preferences window, closing the Editor while a debugger is attached appears to remove any saved asset tabs from the Ed ...
Updating a procedural mesh results in an incomplete collision update. Collision bounds appear to get updated properly, but collision data is not updated, despite a navigation rebuild being triggered ...
When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...
I was unable to reproduce this locally, but a licensee reported having trouble creating a local installed build of the Engine with only Visual Studio 2017 installed. The licensee reported that the S ...
There is an issue with Actor Variable References that become settable when in type array in the Level blueprint. Once in the array, the actor can be successfully addressed, however using the Save Cu ...