Performing a hot reload in the Editor after adding a custom UserDefinedEnum C++ class to a project results in a crash. A normal compile in Visual Studio will complete successfully. ...
UDN description:When landscape is flagged as Nanite enabled but nanite mesh has not been built yet, a save operation (or an auto save) triggers a fatal failed check in ULandscapeNaniteComponent::Ini ...
Just a typo that needs to be fixed. ...
This may not compile properly. Should be fixed. ...
I have a fix ready for this in cl: 17967661 ...
Currently, the SButton and SBorder widgets multiply the color and opacity during OnPaint before calling the super (SCompoundWidget::OnPaint). This causes the operation to be done twice, since the co ...
Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...
This is a regression from a long while ago that needs to get fixed ...
ProjectWorldToScreen always returns true. User states: "This probably comes from that line of code : bResult = Player->PostProcessWorldToScreen(WorldPosition, ScreenPosition, bPlayerViewportRelati ...
If the user gets the world location of the arrow component ( one example) in a packaged project it will cause the game to crash. This does not happen in the editor and it has to be done one the thir ...