User has reported that his actor components are bugged in his BP_Hero blueprint, stating that the functions aren't being recognized. And when he attempts to compile another blueprint that references ...
When scaling the viewport window using the Maximize/Minimize viewport option, the post processing effects applied to the screen do not scale properly. This issue seemed trivial at first, as the use ...
The "servertravel" command doesn't function when running ShooterGame in Editor. A warning will show up in the Output Log: LogWorld:Warning: UWorld::ServerTravel: Seamless travel currently NOT supp ...
If a user creates a specific Blueprint hierarchy with a Blueprint struct, it can cause a issue when the Blueprint struct is being cooked. User description of Blueprint(s) and Blueprint Struct relat ...
User has included logs within his AnswerHub post. Spoke with Jarek S. regarding the crash reporter issues he's experiencing, Jarek has requested Jiras: "Allocating like crazy is caused by the run ...
A crash occurs when creating a Render Target 2d and setting the texture target at runtime. After running some more tests, the crash seems to occur when setting the texture target, as the creation o ...
It is believed that soft references resolved during runtime, point to the edit time instances of actors instead of the runtime instances. This issue does not reproduce when it is called from an Inp ...
When we record a Take from a level actor, a warning about referencing the same Guid inside LazyObjectPtr.h appears. The functionality of the LevelSequence works as expeced, but when the initial tak ...
It has been observed that the the undo function may stop working after the User changes values of a control rig with the slider in the Sequencer. While using the slider, the value stops chaning afte ...
In FWorldConditionQuerySharedDefinition::PostSerialize, if (Ar.IsLoading() && SerializedObject != nullptr) the SerializedObject is currently only used for debug logging within Link() and is not ...