The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
As the title suggests, dynamic shadows on mobile when using a stationary directional light are not appearing at all when deployed to the device or when viewed in the mobile previewer. The odd part ...
Adding a text render component to a blueprint through C++ at runtime crashes the standalone player. It does not have any effect on PIE. Also, this only seems to occur when the blueprint in question ...
This is a common crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack seems to be the same as [Link Removed], which ...
The result of the Set Niagara Static Mesh Component (OverrideSystemUserVariableStaticMeshComponent) function provided by the UNiagaraFunctionLibrary is different from the operation result on the det ...
If TMap's Key is a unique Struct, TMap's rehash will not run even if elements are added or changed in DetailPanel such as DataAsset. So TMaps's Find etc. will fail This issue is very similar to [Li ...
Camera View Transformations in Editor and Sequencer Cannot Be Undo (Ctrl+Z) Description: When switching the viewport to a specific camera actor, any manual movement/rotation of the camera (via ...
Split Struct pins cause errors when a project is converted to 4.17. You are still unable to split struct pins even if a new variable is created for the struct. Only adding a new variable to the st ...
In 4.27 the logic in SteamSocket.cpp which is part of the SteamSockets plugin was changed to use Poll Groups instead of a removed API function that checked all children of a listen socket. However, ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...