When loading thumbnails in FLinkerLoad::SerializeThumbnails, the level asset has two thumbnails. The first one has a size of 0, which causes the loading process to abort early. Since the actual thum ...
When a StaticMeshComponent has a scale component of zero in WorldSpace (after accumulating with the hierarchy from the root to it), function UPrimitiveComponent::OnCreatePhysicsState() logs the warn ...
Crash when outputting garbled text when creating Android package. It did not occur in my colleague's environment using English OS, but occurred in my environment using Japanese OS. This issue should ...
Iterative and Incremental cooking are supposed to recook packages when their "inputs" change. Most of the time inputs are the package file itself and the other package files on which it has dependen ...
Typically, non-animated bones behave the same way as extra bones on a target skeleton. However, it appears that this isn't the case for mesh space additive sequences. When a bone is present on th ...
1. Objects in the Unsaved list cannot be discarded, only saved. The only options to discard changes are restarting UE or manually locating each resource and clicking Reload. This becomes extremely c ...
Adding DesktopPlatform to the PublicDependencyModuleNames.AddRange() section of the Project.Build.cs file causes the project to fail packaging with the following error (full package logs in callstac ...
Event track key with a structure containing staticmesh reference. Setting the staticmesh then reopening the property crashed the editor. ...
Licensee is adding a widget to the viewport overlay via AddViewportWidgetContent(). The widget receives mouse input when hovered. They return unhandled from all their widget's onmouse functions and ...
Having wildcards in the path for AdditionalPluginDirectories causes apps on Android to crash on launch. When testing this on iOS, the app did not crash but froze at the splash screen instead. Androi ...