Per conversation between Gareth and Mike, it was determined the Landscape tool is in Game Mode by default. Within the Landscape Tool, all UI elements are disabled by default. This has been observed ...
User has included logs within his AnswerHub post. Spoke with Jarek S. regarding the crash reporter issues he's experiencing, Jarek has requested Jiras: "Allocating like crazy is caused by the run ...
Assertion failed: InputOboeStream != nullptr when changing levels with Android voice enabled User was able to workaround the issue by replacing Audio::FAudioCaptureAndroidStream::CloseStream() wi ...
Licensee reported that alpha blending is done twice in the code below, and the fix below seems to fix it. .\Engine\Source\Runtime\UMG\Private\Slate\SRetainerWidget.cpp From:const FLinearColor Compu ...
A licensee has complained that if you assign a preview mesh to a Material Instance, it becomes a referenced asset, so migrating that MatInst will also migrate that mesh and whatever material is assi ...
The licensee is setting their game to InputModeUIOnly and ShowMouseCursor in the HUD blueprint resulting in the user interface becoming unresponsive when entering fullscreen on a Mac but not on a PC ...
The scroll box widget currently hides the cursor and manually draws a closed hand software cursor in SScrollBox::OnPaint when right clicking and dragging. This software cursor does not account for D ...
If the project is hot reloaded while a Switch on Enum is inside of a blueprint which is switching on a custom enum, the switch will become corrupted. It changes the 'selection' pin to take a Byte pa ...
The new config object is created with the same serialization name as the legacy one "ClothConfigNV", causing the legacy data to be reset prior to migration. Replacing In UClothingAssetCommon::AddCl ...
Bulk compiling more than one Blueprint class asset without incurring a garbage collection pass in between each compile can result in a crash during reference replacement, as serialization may end up ...