The callstack is not XR-specific, it's just the engine trying to secure the audio device on startup, windows failing to return one, and the app not being able to continue safely. The crash does not ...
Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...
D3D12Texture::Lock computes the size of the staging buffer on Line 1541 of D3D12Texture.cpp. This size uses the RowPitch, which for BCn resources encapsulates the size in bytes of a single row of bl ...
Character tick event will continue to trigger even if Start with Tick Enable is set to false. Workaround: Setting "Set Actor Tick Enable" to false on Begin Play will prevent the tick event from t ...
Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...
Since the last engine merge in FN Main, any mesh that silhouettes against DOF will produce a bright, halo like effect on the outside edge. The further away the background is from the silhouetted mes ...
When a component delegate is called in a blueprint as an event, changing levels causes the delegate to loose binding and not be called. ...
A licensee reported an issue where mouse events are not able to be used as touch events on Android apps. This was specifically reported on and tested on Chromebooks. After working with Chris Babcock ...
Created based on user report. The constructor of FGameplayEffectCustomExecutionParameters generates a FActiveGameplayEffectHandle that gets put in GlobalActiveGameplayEffectHandles::Map and stays t ...
Print String does not persist when called on Event Tick within a Cinematic Camera Actor Blueprint. This could be problematic if users have a cinematic camera in their blueprints and using Event Tic ...