This crash can be fixed by adding a couple of || IsRunningGame() like it is done here: FGenerateStreamingContext Context = FGenerateStreamingContext() .SetLevelPackagesToGenerate((bIsPIE ...
This is a regression. Tested in //UE4/Release-4.27 CL#18319896 Moving widgets within UMG by dragging the position value with any sort of speed results in the widget stuttering and jerking around. ...
`check(Samples.Pop());` this kind of `Pop()` inside of a `check()` is in a few places in MediaSampleQueue.h and MediaSamples.cpp but `check()` expands to nothing in Shipping/Test, so, required work ...
UWheeledVehicleComponent calculates the Suspension settings only when the physics state is first created. When CoM is set through the editor, the vehicle is constructed with the appropriate offset ...
A licensee is reporting a crash (or rather a check fail) in Sceneview.cpp which happens with when a SceneCapture2D is used with DLSS enabled. He has a fix, and wants to share it with us for integrat ...
Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...
UObjects returned from "Get Item Children" in a TreeView widget causes an engine crash, due to invalid pointers. User has proposed the following fix: The best fix is probably such: When Slate list ...
Instance overlap functions for Foliage Instanced Static Meshes detects instances incorrectly. I was able to see this occur with both the Sphere and Box functions. In addition, I drew out debug sphe ...
Starting in Unreal Engine 5.4, StaticDuplicateObject internally switched to using Unversioned Property Serialization (UPS) for performance reasons. However, UPS assumes the source and destination ob ...
If static mesh's material slot's cast shadow is changed, UE4 does not show "LIGHTING NEEDS TO BE REBUILT". I solved it with the following fixes. StaticMeshEditorTools.cpp void FMeshSectionSettin ...