Adding DesktopPlatform to the PublicDependencyModuleNames.AddRange() section of the Project.Build.cs file causes the project to fail packaging with the following error (full package logs in callstac ...
When nodes are collapsed in editor, the execution pins to the nodes do not light up to show their use. ...
The animation gets "corrupted" when the Initial Position value has an invaildad value. In this case, this means that the Initial Position value is outside the range of the duration of the Animation. ...
After merging two levels in the Levels window, only one of the two levels will be deleted and a new level will be created. Any actors in the deleted level will be deleted as well. The new level will ...
The editor crashes when a user imports a float curve into a timeline within the level blueprint then attempts to open another level. ...
The priority display does not correctly reflect the set priorities of sounds when they are not being attenuated or when Bypass Volume Scale for Priority is Enabled. If a sound is attenuated and scal ...
Having a Matinee Controller in the Level Blueprint and a Visibility Track with multiple Show and Hides will cause a compile error in the Level Blueprint. ...
The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...
void UMoviePipelineBlueprintLibrary::ResolveFilenameFormatArguments(const FString& InFormatString, const FMoviePipelineFilenameResolveParams& InParams, FString& OutFinalPath, FMoviePipelineFormatArg ...
Increasing the multiplier past a certain point causes sounds on a Quantization Boundary to struggle to play at the correct time. The repro above uses 1/32, but this also repros with other values. ...