Currently, after migrating a blueprint that is based on a code class to a new project, the blueprint breaks due to unknown parent ([Link Removed]) Migrating & copy/pasting the code along with the b ...
Text block widgets that are copy and pasted do not retain the same name as the copied widget in the hierarchy. ...
After enabling Support Compute Skincache if you attempt to apply a cloth asset to a material in the skeletal mesh editor the engine will crash. This may seem similar to [Link Removed] but I confir ...
Resolution appears incorrect when using Windows Mixed reality Simulator. It appears to only take up around 1/4 the available screen space. ...
If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...
When switching between windowed and fullscreen modes during runtime the mouse position is reported incorrectly. Eg. A button with a hover over effect will play the effect when the mouse is near but ...
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785] Array index out of bounds: 2 from an array of size 2 Source Context: 363 return OwnerController->GetPawn(); ...
joseph.w - attempting to PIE in advanced vehicle blueprint templateCrash when selecting pie ...
When using a particle system in a blueprint and then moving the particle system off screen and then back on there is the node "Is Active" that can check to see if the Particle is still active. When ...
Material Mask Opacity is not working in PIE, but works as expected in Standalone. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 4862710, and 4.23 CL# 4898645 ...