Static imported as skeletal removing material IDs with some FBX. This user's FBX files are, so far, the only ones that exhibit this behavior ...
This crash was reported on the UDN. Upon further investigation it has been experienced by a handful of different users throughout 4.11 and 4.12. JIRA logged for tracking despite unknown repro steps ...
Sandbox mode not dealt with here... const FString CrashContextXMLPath = FPaths::Combine( *FPaths::GameLogDir(), *CrashContext.GetUniqueCrashName(), FPlatformCrashContext::CrashContextRuntimeXML ...
Adding a Material Parameter collection to a material, setting its value, then saving the material will cause a crash. This was only able to be reproduced on Mac and did not affect the Windows versio ...
When importing a LOD Level for Skeletal Meshes, the user is greeted with a windows directory window and a message that states "Failed to import mesh for LOD level 1" As the user states, this is a s ...
The post process within the project is causing the light to show up extremely bright on Note 5. This project has been tested on a Nexus 5, Samsung Galaxy S6, and Nexus 5X. Could not repro on: 6713 ...
If Show Mouse Cursor is enabled and the mouse is not locked to the viewport, input axis information passed to other actors breaks after releasing and re-pressing LMB. Regression? (Yes), issue (do ...
When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...
Widgets called to the Viewport with Fullscreen enabled, will eventually cause artifacts to appear on the edges/borders of the screen. There is currently a forums post with multiple users reporting ...
When a particle system has a ribbon trail it will not render when viewed in a packaged game. Attached sample asset from Content Examples with Ribbon Trail. This issue did not occur in 4.10.4, bu ...