A failed to import error is received when importing various SolidWorks 2018 Assembly files. A lot of the attached models are imported IGS files and were made into SolidWorks parts. Tried testing th ...
UHT does not correctly create generated code for BlueprintNativeEvent UFUNCTIONs in an interface that return const values. In the corresponding .gen.cpp file, the generated code does not include the ...
SMT is reporting that AJA output doesn't properly shutdown, Screen end up with shades of grey instead of black. ...
When the game window is set to be windowed and maximized, setting a console variable changes the window's state from being maximized to its default size. This is a regression as it is working as e ...
No user comments in crash group 48 bool UEditorBrushBuilder::EndBrush( UWorld* InWorld, ABrush* InBrush ) 49 { 50 //!!validate 51 check( InWorld != nullptr ); ...
A TMap containing a struct with a UObject reference property (set to nullptr by default) does not serialize properly for an instance where the UObject reference is set on the instance, but the TMap ...
Focus is no longer set on UMG 3D Widget when playing in Standalone. (PIE works in both versions) Also verified in Main CL# 4247867 ...
GamepadSpecialLeft and GamepadSpecialRight inputs are swapped on Touch Controllers. Inputs are working as intended on an Xbox controller. Problem may have been introduced by Oculus, I created a 4. ...
Nativizing a Blueprint that includes a custom button (a Blueprint parented to the "Button" class) causes a crash when Event Driven Loading is enabled. Disabling Event Driven Loading can workaround t ...
Having a custom event with an empty Soft Class Reference as an input causes packaging to fail if nativization is enabled as the event nativizes with a const TSoftClassPtr<>& and the compiler cannot ...