UHeadMountedDisplayFunctionLibrary::GetHMDDeviceName() says it returns the "device" you are using, but it really returns the name of the SDK or XR System that you are using (for example launching o ...
Mouse and touch support seems to become unresponsive when the editor is running on a 4K panel. Certain play modes will allow click events to work while others do not when running on a 3840x2160 disp ...
Attempting to return a const pointer from a UFUNCTION will cause a VS compile error The syntax UFUNCTION(BlueprintCallable, Category = test) const UMyActorComp* SomeFunc(); returns a VS compile ...
The UStaticMeshComponent.PreviousLODLevel variable always returns 0 no matter what the last LOD actually was. Regression?: No This also occurred in 4.16 ...
This is a trending crash in the 4.17 previews. Unfortunately users have not provided any descriptions of their actions when the crash occurred. Source Context 464 FViewMatrices::FViewMatric ...
User reports that the issue fixed for ODIN-6308 still occurs for InstancedStaticMeshes. ...
A licensee mentioned that If you see ALight::Destroyed() in Engine\Source\Runtime\Engine\Private\Light.cpp, you can see Super::Destroyed() is't called in the function. ...
Custom Nodes plugged into World Displacement are yielding:Error [SM5] error X3017: 'CustomExpression1': cannot implicitly convert from 'struct FMaterialTessellationParameters' to 'struct FMaterialP ...
If an ActorComponent contains a UObject property of a type that is DefaultToInstanced, any time a Blueprint of a class containing that ActorComponent is compiled the UObject value is reset to None. ...