Generated from CrashReporter ...
The code in GameplayTagContainer.cpp has code for generating debug strings representing tag queries. Compare the code in EmitTokens in all other queries to the code in UEditableGameplayTagQueryExpre ...
Currently r8Unorm_srgb is required by virtual texture lightmap, and the Metal RHI simply forbids r8Unorm_srgb on Mac platform. Since the latest MacOS 11.0+ have the support of r8Unorm_srgb, we shoul ...
It's not possible to configure a BB key selector to accept multiple different types of UObjects. The issue comes from using strings to identify declared key type filters, which doesn't work well fo ...
Reported from our partner Babooblab: The UDN Customer does not give any detailed information to reproduce the issue. However they specify the kind of issue (stack overwflow) and give a possible sol ...
If a widget is removed from parent and then gets added back to the screen later it will come in with a zorder of 0. ...
Using the Execute Console Command 'r.SetRes 1920x1080f' directly with an Event BeginPlay node within blueprints, any Stationary/Movable Skylighting information is no longer visible. A simple workar ...
In UE 5.3 and later, assigning a Sprite Atlas Group to a UPaperSprite asset can cause the editor to hang and eventually crash. This behavior has been reproduced in 5.3, 5.6, and a recent UE5-main so ...
Reported by AnswerHub user. UHT should block UFUNCTIONs which hide other UFUNCTIONs with the same name but different signature. ...
Reported on AnswerHub, but confirmed locally. Generated code converts the TArray<UClass*> into a TArray<TSubclassOf<UObject>>, which doesn't compile because TArrays are not compatible in that way. ...