When you select an asset that references a skeleton that has moved, the editor asks you to choose a new skeleton. When you choose Yes is it gives the message "The Anim Blueprint could not be loaded ...
The child widget of Retainerbox was applied incorrectly offset the RenderTranslation of the parent widget and draws it. This issue is 4.24 only. it's fine as well as the preview on UMG Designer in 4 ...
The user has come across various issues with using nested blueprint structs within a data table. The first issue relates to changing a variable in a child struct and setting it back then saving, cau ...
Since multiple dict tags can be in a plist, not just the top level, need to be able to specify to only insert once. Adding an optional once="true" attribute to these commands in UPL will allow this ...
Set Members in Struct node doesn't work if the Struct is contained within an Array. ...
This is a common crash occurring in the 4.16 release. It is spread out across many different CrashGroups with slight variations in Callstack. Additional information is not available at this time. ...
Saving a package in the editor while there is a queued text mesh build will cause a fatal error because the build will execute during the save, and creating objects while saving is not allowed. This ...
Dynamic instancing is likely causing an issue where meshes that need shadows are getting combined with meshes that do not need shadows causing missing shadows. Tests were done with CSMs. Reproducti ...
Previously, all Unreal Types generated by python scripts would be created inside package "/Engine/PythonTypes". This was changed by [CL 32478991 in ue5-main branch], which meant to "remove the restr ...
reported via UDN: [Link Removed] ...