This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...
Crashing on windows 7 when trying to create a geometry collection or opening the chaos destruction demo. Breaking on D3D11Util.cpp: Line 249 UE_LOG(LogD3D11RHI, Fatal,TEXT("%s failed \n at %s:%u \n ...
The screenshots below display 1920x1080pixel widget button. First one with Default DPIScaleCurve shows extra borders on the right and bottom. Next one with more precision shows no extra boundary. [ ...
This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...
We may fix this issue by the following codes. FPakPlatformFile::FPakPlatformFile(): LowerLevel(NULL) ,bSigned(false) { // remove //FCoreDelegates::GetRegisterEncryptionKeyMulticas ...
When using an axis mapped input action such as looking around with a gamepad joystick, then opening a Common UI menu, the last input axis value will keep firing irrespective of the current joystick ...
It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead. If the pass is modified to return a different textu ...
The following code can often be found in UNiagaraDataInterfaceChaosDestruction.const int32 ParticleID = ParticleIDParam.GetAndAdvance() - LastSpawnedPointID + 1; The LastSpawnedPointID is usual ...
In /Game/ABPLinkingShowcase/Blueprints/Pawn_ABPLinkingCharacter: The character mesh’s root location is lower than the capsule’s lowest point. This is what causes the issue. Based on the event graph, ...
Certain scroll bars within the Editor while on a Mac have their directions reversed. i.e. The 'World Outliner', the 'Details' panel within a 'Blueprint.' The suggested workaround I gave to the user ...