In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...
An assertion will occur when packaging if an Actor in level uses "Create Canvas 2D Render Target" Found in 4.20 CL# 4369336, 4.21 CL 4753647 Blocked for testing in main due to crash when placing ...
The attached script should import the provided Alembic cache but the import options specified in the script are not passed to the importer resulting in improper data. ...
When a commandlet is run it successfully completes but does not terminate the engine correctly. It appears that multiple requests are made to terminate the engine process these subsequent engine ter ...
Tested in //UE5/Main CL#20966071 with the same results. Dynamic Mesh component collision detection isn't treated like a volume. End Overlap fires when the character stops Overlapping the side of th ...
The code executes correctly at runtime, but the tooltip is incorrect. There is logic applied in CallFunctionHandler.cpp that handles the runtime execution, but that logic is missing the the tooltip. ...
Constructing instanced meshes with multiple collision components spams the output logs with error messages. ...
The SetConstraintBindingID of the ConstraintSection on the Sequencer is the BlueprintPure function. The licensee is trying to parent and child objects on the Sequencer using sequencer scripting, and ...
Suggested fix from licensee: After investigation, it seems that the filename is passed as a string instead of a FileReference in Script.cs:84. Fixing the issue seems to be as simple as changing th ...
When the user adds an actor to the scene that has text render components, the components do not show up when shown in a packaged game ...