The creation wizard is not correctly adding the #include path in the CPP file. To fix the issue to get the project to compile you have to add the path in the .CPP file within Visual Studio. In this ...
Context Sensitive searches in Widget Blueprints is not working as expected in 5.1. I was able to reproduce this 4/4 times in 5.1, and confirmed that this issue is a regression as the search works as ...
In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...
360 videos set to 8K resolution will fail to render in Twinmotion 2024.1.2 and newer Render attempts will end abruptly shortly after being initiated with the following error message ion the logs L ...
Recorded sequences create "Visibility" tracks instead of "Hidden in Game" Tracks. "Visibility" tracks appear to be legacy tracks that you can't create anymore, but is still created by Sequence Reco ...
This is a common crash in the 4.16 release. Affected users have not provided additional information. Source Context 1795 // Some tasks can only be done once we finish all scenes/viewports ...
Failed to find stub IPA when packaging for iOS. This also happens with File > Package > iOS.IPP ERROR: Failed to find stub IPA 'D:\FaceARSample421\Binaries\IOS\FaceARSample421.stub' Regression: Yes ...
Generating mip maps results in crash and seems to duplicated 1x1 mip level. NOTE: The bug was originally reported in 4.23.1, however, for some reason I was able to open the texture in 4.23.1 afte ...
This came via a UDN. Very small triangles can generate very small lods, which make query time really slow if your self collision thickness is significantly larger. You will do X^3 checks per query ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...