The engine crashes when trying to automatically create a type conversion node when they are used a key for a map. Found in 4.24 CL#10570792 Reproduced in 4.25 Main CL# 10646676 ...
The following code should be added in defineUPropertyMacros.h #ifndef UDelegateProperty #define UDelegateProperty DEPRECATED_MACRO(4.25, "UDelegateProperty has been renamed to FDelegateProperty") F ...
Retarget source doesn't affect DDC key, so it causes incorrect result. Changing the anim sequence DDC key generation to include it fixes this issue. ...
Adding a startup movie to a Lyra Starter game project will cause a crash in a packaged build. Full callstack is attached ...
The flicker is visible in Epic scalability as well, it is just smaller on screen because the fog voxels are smaller (r.VolumetricFog.GridPixelSize). ...
Spawn Actor from Class does not accept new values to exposed variables that are altered upon spawn. ...
Parent blueprints do not recognize child class actors as the same type as the initial parent blueprint. This makes it difficult to create a master blueprint for spawning/ai control/etc. ...
Setting the standalone window size does not seem to have any effect, and using the -fullscreen parameter does not display the window in fullscreen. Setting the Standalone Window Size to 1920x1080 a ...
If a blueprint contains an array of a User defined struct type, Adding a variable to the struct or changing the default values of the struct cause the associated blueprint to become dirty. Compilin ...
Calling SetMassOverrideInKg reaches back to a "check(GEngine)" call in BodyInstance.cpp (line 2998). B/c of this check, the engine will crash on load if SetMassOverrideInKg is called inside a class ...