When closing a media player asset in the Oculus Quest the Clear Color is ignored and the last frame is left on frame shown. This happened whether I ran the project both while the Quest was and was n ...
Workaround:The blueprint macro had a cast from the enum to an int and that was causing the issue, getting rid of the cast and just returning the enum and then changing all the places that were usin ...
In 4.11 when making changes to node properties in an animation blueprint they will not always appear to update in child blueprint instances when restarting the editor. In the attached project the l ...
When you have an actor with a Hierarchical Instanced Static Mesh component that has a Static Mesh set and is populated with at least 1 instance and then duplicate it or move it to another level, it ...
When we play in editor with the Play Net Mode set to Play as Client, a hidden dedicated server is launched. Previously in 4.24 the dedicated server would always launch with a visible command window. ...
Users have reported that building for Distribution on Gear VR results in failure due to a missing Oculus library. The error they receive is as follows: UATHelper: Packaging (Android (ETC2)): [javac ...
Instanced Static Meshes will have incorrect velocity if a Material uses World Position Offset. Fixed WPO in a material causes significant velocity on the ISM. This was also replicated in //UE5/Rele ...
This crash is caused by how source control history is managed and shown. In this specific case the source control software is Perforce. As written in the repro steps, it can happen to any uasset tha ...
This crash has been reported through the 4.12 Previews and is continuing to occur in the 4.12.0 release. Additional information about this crash is not available at this time, however it may be the ...
Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...