Attempting to set the Pressed Sound for Widget Style dynamically never actually sets the sound. When you click the button, you get no pressed sound. However, when setting the Pressed Sound through t ...
A memory leak seems to occur when switching between levels multiple times. This is being monitored by memreport full ...
User reports that the reason for the crash is that because UpdateSpline is false on the AddSplinePointAtIndex blueprint node, this line is never called [ReparamTable.Points.Reset(NumSegments * Repar ...
The User has provided an extensive log of their code base setup, and the process leading up to when the Assert occurs. "Our game mode & player state FSM are setup in a data driven manor using UDa ...
See steps to reproduce. Looks like the fixup when saying Yes to "Would you like to transfer the interface functions to be part of your blueprint" doesn't work correctly on the duplicated BP. Inter ...
When changing the right channel gain of the stereo mixer at runtime, it generates clicks and pops in the output. ...
An EQS Query scores the tests using reference values opposite of how the comments and tooltips describe. It will score items closest to the referenced value lower than those further away, but the ex ...
Using Material Attributes as an input to a Custom Expression causes the HLSL Translator to create multiple CustomExpression# functions, for each used member of the Material Attributes, rather than u ...
Some Material Attribute blends in Material Layer Blends can cause Virtual Texture samples to be duplicated in HLSL. This can be avoided by sampling the Virtual Texture in the Parent Material, and pa ...
Setting the start time within the Play node for an audio component does not function when deploying to Android. The set up works fine when playing on the PC, and the sound functions on the Android ...