This happens because the Collections module isn't loaded when the FFrontendFilter_TextFilterExpressionContext instance is created: , CollectionManager(FCollectionManagerModule::IsModuleAvailable() ...
A licensee has reported that UWorld::CleanupWorld is causing issues with assets in Sublevels if you build lighting on the parent level, save all of the maps, and then change to another level. The as ...
When creating a grand child widget it appears that the preconstuct does not behave as expected. The child widget fails to render widgets that belong to its parent's parent. ...
Changes to the frame rate for the Render Movie Settings window do not appear to save in between uses (as is seen with the other settings). ...
When using Show collision it appear that the collision will not update its visibility when switching between No collision and Default. Once the collision has been set to No collision it will no long ...
If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...
USkeletalMeshComponent::LineTraceComponent does not properly consider bEnablePerPolyCollision. It appears to use the component's bodies, which are empty. It should be sufficient to use UPrimitiveCom ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
When an image widget is set to draw as border it will no longer render as a border if the size is negative. The widget appears completely opaque. ...
Rebuilding lighting with commandlet will move hidden sublevels Confirmed in 4.23 MAIN @ CL 5194133 ...