Macro libraries try to support guid-based renaming: when a specific macro is renamed blueprints using the old name will automatically point to the new name and work properly. However, this fixup hap ...
From licensee: when the Enable Automatic Camera Overlay is enabled you will get the People Occlusion image overlaid above everything so no objects can be in-front of it. And if you disable Automa ...
This is a trending crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 742 FBoxSphereBounds UModelComponent ...
Collision between an instanced static mesh and a physics simulating actor (with "simulation generates hits events" enabled) results in the following warning: LogChaos: Warning: Collision handler en ...
Pointed out by a licensee here: UDataTableを読みこんだ際のメモリ破壊について When reading the `UDataTable, in DataTable::LoadStructData()` the contents of the struct are interpreted[Image Removed], but the size of ...
This was reported from https://udn.unrealengine.com/questions/323255/bugfix-onactive-not-triggering-for-gameplaycues-on.html In some case it looks like OnActive gameplay cues are not working proper ...
Currently there's no validation within the animation attribute container that bone ids are valid. This means that client/game code can add attributes with invalid bone ids into the container and th ...
https://udn.unrealengine.com/questions/236428/bug-blueprints-executing-zombie-code.html Blueprint MyCharacter is based on native class CodeFirstPersonCharacter. CodeFirstPersonCharacter has compone ...
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 ...
Reported on the dev forum, drag-drop widget is broken in the 5.1 Preview.https://forums.unrealengine.com/t/unreal-engine-5-1-preview/662523/221 Anyone else having problems with UUserWidget::SetPosi ...