This is due to the same reason behind [Link Removed], as the stack object is passed to MARK_PROPERTY_DIRTY rather than the array property's owner. ...
Capsule component renders incorrectly with non-uniform scale because the render uses the minimum between the X and Y values and the collision code uses the maximum between the two. This issue is men ...
The problem here isn't obvious: the native enum, EAnotherEnum, is missing the Flags flag for the UEnum. As a result, K2Node_GetEnumeratorNameAsString returns the max enum when it gets a combined fla ...
While we do have an auto cast function that handles an int to string conversion, bitmask ints use a "bitmask" subcategory which thwarts are ability to find the cast function. ...
This is almost identical to [Link Removed]. The difference is that we need a variant of UEnum::GetNameByValue that supports bitmasks. We'll likely have to run this by Core. ...
We reset BoneTransformUpdateMethodQueue in USkinnedMeshComponent::CreateRenderState_Concurrent and USkinnedMeshComponent::SendRenderDynamicData_Concurrent but these code paths are never called in se ...
Building HLODs for a very large landscape with Virtual Textures enabled results in the built HLODs being very dark for the most part. Building the same large landscape's HLODs with Virtual Textures ...
When launching a packaged game from the nDisplay Switchboard, the nDisplayConfig file fails to link the cameras to the viewports. Inside the log generated by the Switchboard an error is displayed th ...
User reports that they've been running into an intermittent crash in Pose Search during Cook. Pose Search attempts to index data outside the bounds of an array. Based on the logs, each asset seems t ...
This crash can be fixed by adding a couple of || IsRunningGame() like it is done here: FGenerateStreamingContext Context = FGenerateStreamingContext() .SetLevelPackagesToGenerate((bIsPIE ...