The editor only has access to the "EFIGSCJK" data, rather than the "All" data. ...
Physics assets within a blueprint react improperly when placed in a sublevel. This error can clearly be seen within a user's youtube video located here: [Link Removed] Note: The fan asset attac ...
If a user packages a code project with text render components the render components will show up as hollow rectangles. ...
Several licensees have reported this issue. It is caused by FSocketSubsystemSteam::UnregisterConnection being called twice - once after the player leaves the game, and once when it is garbage collec ...
A hard crash can happen when applying auto convex collision to a complex mesh that is below a certain build scale or screen size. The meshes that cause this have higher poly counts and increasing th ...
Declaring a TMap< [type], bool> will fail to compile if it is declared as a UPROPERTY. The error seems to be with the bool because TMap< [type], int8> will compile as a UPROPERTY. ...
The option to add a component to an Actor Blueprint from inside a child Actor Component BP isn't available. Using Get Owner inside the Actor Component's Event Graph and then casting to the owning Ac ...
According to a licensee, StageFiles() is called with ExcludeWildcard that contains a directory name ("Engine/*") and bRecursive=true when building DLC. This is not supported by Directory.GetFiles(). ...
When a user attempts to create a .dds file using nvidia texture tools and saves it with custom mipmap settings, the resulting file fails to import into the engine. ...