Editing property with InlineEditConditionToggle meta specifier causes the editor to crash. Workaround: Calling Super::PostEditChangeProperty after property changing code prevents crash from occurri ...
Because of the way blueprints are implemented, the "Blueprint Class" asset actually points to the editor-only UBlueprint object. Because of this, all blueprint classes will show up as options for ge ...
When adding elements to an array inside a code class, blueprint instances of the class do not have their array updated after a hot reload. ...
On first launch of an AR app with Android the camera passthrough will render black. This also happens if an app is minimized and re-opened. This will not repro if there is no candidate image assign ...
In editor, WorldDataLayers acceleration table used to map DL Names to DL instances is not created. The main reason was to avoid to handle all the case where it would need to be updated. When UDataL ...
Crash after adding an AI Perception component to a parent and child character. First they both must have had AI Perception components > Compiled and saved > Then both AI Perception components delete ...
In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...
The scene capture will revert back to the Character BP that is placed in the level when player 2 is not moving. When they are moving the scene captuer will show correctly. You can get around this ...
In some conditions, additive animation shows different/wrong behavior on Standalone Game and packaged game, from the other PIE. Watch the attached video. [Link Removed] The key points to reproduce ...