This question was created in reference to: [Link Removed] Last post fixed the import crash, but it seems it added another. If we hit Execute button twice in a row by mistake we get a crash with th ...
WindDirectionalSourceComponent.h has a meta edit condition that, by referencing an undefined class property (bSimulatePhysics), throws an error in the logs: LogEditCondition: Error: EditCondition pa ...
When an FName is created with a trailing underscore and any number of digits in the range of 1-9 the trailing digits are used as the internal number value for the FName lookup. This results in the F ...
UPoseAsset::SetBasePoseName() does not correctly set the BasePoseIndex when a valid pose name is provided. Regardless of input, the pose defaults back to ReferencePose. Upon inspection of the implem ...
The built-in class "UMaterialEditingLibrary" provides various editor scripting functions related to creating and editing materials and material instances. One of these functions, UMaterialEditingLib ...
The 5.5 version of the CitySample project, particularly the MassCrowd scene, was not properly maintained. The previously working functionality of NPCs being able to sit on a bench is now broken. CAS ...
When a widget blueprint is created with Enhanced Input bindings in the event graph, when it is subclassed those bindings will not work in the child. This is inconsistent with how Actors function, an ...
When launching the editor for the "external\foreign" project, the code in GetEngineAndProjectAbsoluteDirsFromExecutable ends up superseding the path returned from {{FPlatformMisc::ProjectDir() }} wi ...