UBT is not passing UE_ENGINE_DIRECTORY to GForeignEngineDir because in UEBuildTarget.cs IsCurrentPlatform only checks for Windows and Mac. Because GForeignEngineDir is not set, config files and oth ...
The callstack is not XR-specific, it's just the engine trying to secure the audio device on startup, windows failing to return one, and the app not being able to continue safely. The crash does not ...
Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...
A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in ...
D3D12Texture::Lock computes the size of the staging buffer on Line 1541 of D3D12Texture.cpp. This size uses the RowPitch, which for BCn resources encapsulates the size in bytes of a single row of bl ...
Since the last engine merge in FN Main, any mesh that silhouettes against DOF will produce a bright, halo like effect on the outside edge. The further away the background is from the silhouetted mes ...
A licensee reported an issue where mouse events are not able to be used as touch events on Android apps. This was specifically reported on and tested on Chromebooks. After working with Chris Babcock ...
Created based on user report. The constructor of FGameplayEffectCustomExecutionParameters generates a FActiveGameplayEffectHandle that gets put in GlobalActiveGameplayEffectHandles::Map and stays t ...
Unable to connect project to Perforce using SSL on Linux. Linux uses stub libs for SSL rather than linking against full SSL libs. ...
Attempting to package a plugin as DLC is failing with the following error message: Program.Main: ERROR: AutomationTool terminated with exception: System.Exception: Couldn't update resource However ...