A licensee has reported that Full Screen native resolution does not work properly on the iPad Pro 11-inch and on the iPad Pro 12.9-inch (3rd generation). Black borders are used around the screen ins ...
Packaging that involves a comilation process in the Binary editor causes custom Windows icons to be ignored in packaged games. This could either be seen in a Code project or in a Blueprint Only proj ...
UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...
After fixing the crash from [Link Removed] when compiling the child blueprint that has claimed the component name the parent was previously using without having compiled the parent, an internal comp ...
From the UDN thread: Turns out this is caused by the way this stat was implemented for the FBehaviorTreeInstance struct: 1) You call IncMemoryStats on construct, before the struct is populated with ...
Duplicate key checking in maps and sets in the editor is done via calls to FScriptMapHelper::HasKey() and FScriptSetHelper::HasElement(), but this code is checking for object names which are subsets ...
You can also check it by enabling real-time rendering in the NewMap.umap of the attached project, and then clicking on "High Resolution Screenshots". (You may need to disable and enable post-process ...
This is not a regression against 5.0. Tested in //UE5/Release-5.0 CL20979098 However, as users have pointed out, this is a departure from UE4. The same process in 4.27.2 demonstrates the building d ...
CopyFileUnderSourceControl has instances when the response is not a success even though the files are copied successfully under source control. It seems FPerforceCopyWorker::Execute() tries to reso ...
When setting an actor on a level to the SoftObjectRefence(Type:Actor) variable and outputting the object name as a PrintString, the object name cannot be correctly obtained if the set actor is place ...