The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
This issue occurs because post-BP compile reinstancing does not clear delegate bindings to other referenced Actor instances in the scene. Thus, the old BP actor instance remains in the referenced Ac ...
Hi, on iOS we ask the device for its cutout regions, but the values returned by the device can be overridden using the SafeZone.Landscape.* cvars. However these are on-device only settings. When th ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...
I created a cylinder with a subtractive cylinder inside of it. I also used a box BSP with a subtractive box inside of it and got the crash to repro. I tried with a sphere BSP twice and didn't get ...
Paired types (e.g. TMap) in a delegate signature do not compile after nativizing a Blueprint class containing it due to the macro expansion and comma inside the template spec between key and value t ...
An assert crash is now triggered when set a widget using material to WidgetLoadingScreen of FLoadingScreenAttributes then call FDefaultGameMoviePlayer::SetupLoadingScreen(). The ensureMsgf in quest ...
This is an early trending crash in the 4.17 release. This may be a regression as there is no initial evidence of this callstack occurring in 4.16. User DescriptionsJust compiled my widget Source C ...
If two projects are both built using the DebugGame solution configuration, the first project will fail to compile in DebugGame again due to Unresolved External errors. It seems when DebugGame is co ...