If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
Internal Compile error received from rearranging Format Text nodes Output Log of Error: LogBlueprint:Error: [compiler] Error Internal compiler error inside CreateExecutionSchedule (site 2); please ...
Licensee report of crash during shutdown due to setting [UIApplication sharedApplication].idleTimerDisabledbeing from the Game thread. Grouped together with others items in [Link Removed] ...
[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...
Nanite::BuildShadingCommands() launches two asynchronous tasks: ShadingCommands.SetupTask ShadingCommands.BuildCommandsTask BuildCommandsTask is responsible for modifying ShadingCommands.Commands ...
Qutting the engine with VR Editor on causes a crash. I could not determine a way to close the VR Editor internally so I terminated the Project by using the Desktop. Many users among the community ...
The Editor will crash in PIE when an Actor calls a method in a UObject that modifies some FString members in the UObject. In the Attached project, the UObject class contains two FString members and ...
Sometimes manual recompile is required to make a blueprint actually recompile data-only changes, but not always. If the last manual compile was with default values, then changes are not updated. If ...
If the user rotates a background blur widget and then tries to resize it, this will cause the editor to crash Note: Widget cannot be opened if the widget is saved in this state. ...