IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
When cooking world partition maps, it automatically writes out several maps in a "Generated" folder below the location of the map in the editor. In the repro above, this will create maps such as /Ga ...
Hit the following Ensure when trying to use the Spectrum Analyser. Also hit this in 4.26 so it doesn't appear to be a regression. Occurs with any of the following Band Settings or when creating you ...
When a code project's engine association is switched to a local binary version of a source engine, the project will fail to open from within Visual Studio. Error message says that UE4Editor-Project ...
A UDN reported various crashes at exit in the embedded Python library. I was able to repro the issue in Release-5.1 and trace it back at the point where python runs its garbage collection in Py_Fina ...
From licensee: Since we integrated 5.5, we are experiencing a crash in AWorldDataLayers::InitializeDataLayerRuntimeStates() on this line check(ActiveDataLayerNames.IsEmpty() && LoadedDataLayerN ...
FRegisterComponentContext::Process() in ActorComponent.cpp iterates over SendRenderDynamicDataPrimitives and calls SendRenderDynamicData_Concurrent() on each. The existing guard checks ::IsValid(Pri ...
When using a Third Person UE4 Mannequin, Opening the Physics asset tab, and welding the collision between left foot ball, to left foot results in an Engine crash. Additional Note: Using the same ...
When the level currently being edited has unsaved changes and the user opens a new one, the Editor asks if the changes should be saved. If the user answers negatively, the level asset is reverted to ...
Blueprint CDO contains removed component from parent class. From the AnswerHub post: "It appears that if a component is removed from the C++ class, the CDOs for all of the blueprints remain unchang ...