If placing an actor with SmartObjectZoneAnnotationComponent added to blueprint actor in a level, it will crash when the level open. As a workaround, adding SmartObjectZoneAnnotationComponent to the ...
The problem here isn't obvious: the native enum, EAnotherEnum, is missing the Flags flag for the UEnum. As a result, K2Node_GetEnumeratorNameAsString returns the max enum when it gets a combined fla ...
While we do have an auto cast function that handles an int to string conversion, bitmask ints use a "bitmask" subcategory which thwarts are ability to find the cast function. ...
This is almost identical to [Link Removed]. The difference is that we need a variant of UEnum::GetNameByValue that supports bitmasks. We'll likely have to run this by Core. ...
Bindless textures do not appear to stream mip levels. This issue is separate from an already reported bindless virtual texture streaming issue. When the editor is freshly launched or when mip level ...
The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...
Licensees have reported failed multi-thread access code for NavElementAccessDetector in complex levels that have not finished compilation of their static meshes. The eventual failed check is inside ...
This crash can be fixed by adding a couple of || IsRunningGame() like it is done here: FGenerateStreamingContext Context = FGenerateStreamingContext() .SetLevelPackagesToGenerate((bIsPIE ...
Dumping of world partitioned HLOD stats in commandlets no longer works since updating to Unreal 5.5. The cause seems to be that the functionality has been moved from UWorldPartitionHLODRuntimeSubsys ...
When adding late joining clients, the engine checks the originally requested EPlaySessionWorldType, rather than checking whether or not the session is currently simulating or not. This means if the ...