The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
No user comments in crash group 1511 if (PreferedLOD >= 0.0f) 1512 { 1513 PreferedLOD = FMath::Clamp<int32>(PreferedLOD, FMath::Max((float)FirstLOD, MinValidLOD), FMath::Mi ...
In the UE5 case, we end up seeing very harsh lines in both the gradient and the distance to nearest surface examples whereas the results in 4.27 appear smooth. It was also interesting to observe c ...
Comment for user in crash group:Just add automotive project to my account, add it as 4.18, and each time trying to laod it, it crashes... 174 if (GWarn) 175 { 176 GMallo ...
As soon as the widget was visible on the node/display at least once all nodes/displays receive the button press and correctly increase the counter. Therefore it seems like the widgets are only initi ...
User comments in crash group:Duplicating material and switched it cause i have to use itChanging a landscape material.I just import World Machine landscape with multi-layered.Crash when reaching 16 ...
No user comments in crash group ...
UDN Issue: [Link Removed] ...
It appears that the preview scene used to render thumbnails is not destroyed after a thumbnail is rendered, even after the blueprint editor is closed and GC is run. Also found in Release-5.4, CL: 31 ...
When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably. Added to .h: UPROPERTY() UBoxComponent* BoxComp; UPROPERTY() USkeletalMeshCompo ...