When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...
Context: In PCG, the Attribute Remove Duplicates node can be used to remove duplicate attributes from an array. Problem: The licensee has observed that using the Attribute Remove Duplicates node ...
Reported from this UDN: https://udn.unrealengine.com/s/question/0D5QP00000MLlco0AD/active-dtr-doesnt-render-beforedofmodulated-materials?fromCase=1 The problem is that, except in very specific circ ...
Repro Rate: 10/10 This issue occurred in the live build of //UE5/Release-5.1 at CL 23058290. This was regression tested against //UE5/Release-5.0 at CL 20979098 and is confirmed to not be a regres ...
4.26[AssetLog] D:\Binary\UE_4.26\Engine\Content\Tutorial\InWorldBlueprintEditing\TutorialAssets\IWBE_Blutility.uasset: Default__IWBE_Blutility_C is not valid. See the MapCheck log messages for detai ...
As dedicated server does not have viewport, USkinnedMeshComponent::BoneTransformUpdateMethodQueue array keeps growing and never clear. ...
From the ticket: In a material instance using the attached master material if A is TRUE and B is FALSE I expect to be able to configure param C in the UI. However param C is shown only when Useswi ...
In: [Editor\PropertyEditor\Private\PropertyEditorHelpers.cpp:118] function SPropertyValueWidget::ConstructPropertyEditorWidget checks what type of widget to create. In: [Editor\PropertyEditor\ ...
From a licensee: The issue is that under certain edge conditions I am experiencing Anim Notifies not being executed on our Dedicated Server ( it is an off case, so they typically do work, there a ...
Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...