When using the Default Scene Root component in a blueprint with no additional components, the box extent of the Get Actor Bounds node is returning 128,128,128 instead of the expected 0,0,0. If you ...
STARTMOVIECAPTURE no longer works in a single player game [Link Removed] looked into the code and found that it's in the EditorServer code. We tried it with two players and then it appears to work ...
Custom depth does not render on static meshes converted to blueprint without render custom depth option enabled. This issue does not affect objects that are added as a component to a blueprint. To w ...
This is a common crash that has occurred in 4.17.1 and 4.17.2, there are no immediate records of it occurring previously. Users have not provided any descriptions of their actions when the crash oc ...
A licensee has reported a problem where FVisualStudioSourceCodeAccessor.AddSourceFiles is unable to handle two files being added at the same time. In this case, a .cpp and .h are added at the same t ...
This issue appears to be the result of the fix for [Link Removed] which removed RPCUtility from the Engine. A licensee noted that they were now seeing an issue when attempting to generate project fi ...
The user is using a Nav Mesh Bounds Volume and a Nav Link Proxy. They are calling AI Move To to navigate to the point, but the Character reproduces extra movement and goes a bit past it. For debuggi ...
Very rarely, the game client will crash on shutdown and the log will contain messages that look like: LogOutputDevice: Error: Ensure condition failed: false [File:Engine\Source\Runtime\RenderCore\ ...
Previously, all Unreal Types generated by python scripts would be created inside package "/Engine/PythonTypes". This was changed by [CL 32478991 in ue5-main branch], which meant to "remove the restr ...
Placing a special UTF-8 character into the "ProjectDisplayedTitle" will result in GPU dumps failing to open. This appears to be because the dump will switch between us-ascii and UTF-16 file formats ...