Reparenting a widget within it's own event can cause that widget's tree to have null references instead of references to slate widgets. This happens because when a widget is reparented, we remove a ...
// enforce color target is <= depth and MSAA settings match if(RTTDesc.Width > DTTDesc.Width || RTTDesc.Height > DTTDesc.Height || RTTDesc.SampleDesc.Count != DTTDesc.SampleDesc.Count || ...
This behaviour was introduced in the following changelists in 5.3: CLs 25371706 and 25407985 https://github.com/EpicGames/UnrealEngine/commit/6e985ceeb98bc0d166756ccd3e3c0b0350d02265https://github. ...
When using the Reparent Blueprint node in an Editor Utility Blueprint, e.g. an Asset Action Utility, compilation errors will occur if you try to reparent a blueprint with a native parent class to a ...
A licensee has reported that they are unable to use an emissive material utilizing the SkyAtmosphereLightIlluminance material expression together with Nanite and Lumen. The linked UDN has some more ...
When using distance fields with instance meshes from the foliage tool everything works correctly, however, when simulating or PIE the distance fields will be removed. This working correctly in 4.7.5 ...
If the user sets up Suspend Clothing Simulation in the Construction Script of a blueprint, it will not work when playing. It will work if setup in the Event Graph on Begin Play. ...
When launching to an Android device that supports ES3.1 skeletal meshes seem to collapse in game. ...
Changing levels with ClientTravel() breaks ability to activate sequence. Client Travel API: [Link Removed] Confirmed in 4.22 MAIN at CL 4503321 ...