Currently, UBlueprintGeneratedClass::GetPreloadDependencies() is only inclusive of subobjects instanced via CreateDefaultSubobject(). We may need to broaden it to include RF_ArchetypeObject and/or ...
If you create a UMG with an image in the Umg that is not a power of 2, The image will not appear on an iOS device. Tested this on a Android device (Nexus 5 with ETC1 and ATC. PVRTC will not allow t ...
#15 crash out of 7012 in UE 5.6.1 on Windows#7 crash for UE - Rendering Architecture in UE 5.6.1 on Windows#2 crash for UE - Rendering Architecture - Materials in UE 5.6.1 on WindowsAssertion failed ...
It's possible to end up in a state where some entries were saved in ULevel::DestroyedReplicatedStaticActors, which causes a crash when PIE starts up. I'm not sure how entries could end up in this l ...
The source of the issue is differences between viewport resolution and screen resolution. Cursor position is reported w.r.t. screen space, but we need to map that value to the viewport to correctly ...
"-precompile" is used to precompile the engine into static libs (primarily for Rocket). According to BenM, recently modules have been made to opt-out rather than opt-in for this feature (because the ...
Animations loop when a sync marker is applied to an animation that is being used in a blendspace even when it is not set to loop in the Animation Blueprint(Blendspace node is not set to loop) ...
When you ALT-Drag a Decal that is not using the Dbuffer settings, the Engine will crash. The issue is not reproducible in Main Promotable-CL-2581018 This is a regression. Worked in 4.7.6, broken ...
There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...