Anim Notify Blueprints are included in Packaged builds of the editor even if they are not referenced. This does not occur with other Blueprint classes, such as Actor, although it may with some other ...
"Replace with child" does not work well with the NamedSlot widget after reloading the widget blueprint in Contents Browser. ...
Resaving the level using ResavePackagesCommandlet is a workaround. ...
Depth Passes for Masked Materials using Virtual Textures does not work correctly when it is in front of a Nanite Mesh and a Decal, resulting in black artifacts. Also tested on //UE5/Main, CL: 41024 ...
Update: 4/14/2015 Another report of this error: https://answers.unrealengine.com/questions/206466/blueprint-still-dirty-after-compile.html#answer-211801 =========================================== ...
While investigating an issue with enum comparisons breaking when the enum changes, I discovered that the comparison will not return true if set to "contains NOT EQUAL values" and the values are not ...
When using source control and attempting to sync the project, sometimes assets are not updated to the latest changes properly. This causes changes made to those assets later to override previous ch ...
This is a trending crash coming out of the 4.17 release. Update: also occurring in 4.18 User DescriptionsCompiled after Refreshing Blueprint node after changine its namePressed compile after creat ...
SetMaterial allows the user to add a Material which updates the GetMaterials array but not GetNumMaterials. The user who reported this was trying to add a material to a skeletal mesh during runtim ...
Crashes in UGameplayStatics::GetPlayerController, probably because World is NULL. When you package this vehicle game setup or play in standalone, the game will crash. 4.6.1 release crash (Standalo ...