Blueprints might get into a corrupted state when they are inherited for a big number of times. Starting from a C++ class, if you then create a BlueprintClass from the C++ class, and keep creating ne ...
This behavior was not observed up to UE 4.19, but it can be reproduced in all versions from 4.20 to 5.4. When a "Literal Enum" node is used inside a blueprint and an enumeration value is chosen fro ...
Refraction does not adjust the scene depth texture, leading to a mismatch between Scene Color samples and Scene Depth samples. ...
You will hit the ensure condition: LogOutputDevice: Error: Ensure condition failed: !SeenPaths.Contains(CurrentPath) in Engine\Source\Runtime\CoreUObject\Private\Misc\RedirectCollector.cpp] [Line ...
Based on the licensee's report, the crash seems to be occurring due to the WorldDataLayers actor, and setting this actor to never be dormant seems to resolve the issue. ...
Same lightmap textures are listed multiple times in Lightmaps of WorldSettings. It seems that it just showes the same texture mutiple times but there is only one texture. [Image Removed] ...
After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...
This appears to be from an interaction between the Depth Fade Expression, clip() in a Custom Expression, WPO being enabled, and the fact that the pass that draws objects for the editor outline runs ...
If we enter Chinese characters using Microsoft Pinyin after entering 34 or more half-width characters in a text field, they are not reflected in the box. If less than 34 characters are entered, Chin ...