Hello! When importing .mtlx files that contain textures with the same name (but different filepaths), only the first texture is imported. This seems to be due to the function CreateTextureNode() i ...
UAbilitySystemComponent::DestroyActiveState() is called when the component is unregistered (OnUnregister) and when its destroyed (OnComponentDestroyed). It performs state cleanup such as canceling a ...
The problem is in the function with signature "ULevelStreaming* GetLevelStreaming(FString SafeLevelName, UWorld& World)" within LevelSequenceActorSpawner.cpp at line 30. The problem is with the Safe ...
Materials applied to the lava in the elemental demo are not rendering during the cinematic. With the dim lighting in the cinematic the lava appears very dark. The following shader compile warning ...
From Licensee: In OpenXRHMDModule:473 (UE5.0) or OpenXRHMDModule:497 (UE5.1) the engine is checking if the app is packaged for Oculus Mobile, if it isn't the case the function returns false and the ...
When implementing a USceneComponent in C++, one may want to add one or more internal UObjects to hold some data or perform specific tasks (this is also done by several UE built-in components). These ...
This report was logged due to a high volume of submitted crash reports. It occurs when opening a level where a deleted mesh as being used as foliage. This is a regression. The crash does not occu ...
Drawing a material to a render target when that material samples an RVT can cause an editor crash. In our testing, the check() did not always occur on the first PIE session, but would always occur ...
From UDN: thanks for your reply. I have attached a very basic scene with a MRQ settings preset. The only thing I have changed in the scene is that I've set the Camera Exposure to manual, as it do ...
This is a trending crash coming out of the 4.17 release. Update: also occurring in 4.18 User DescriptionsCompiled after Refreshing Blueprint node after changine its namePressed compile after creat ...