Users have trouble overriding the blocksize/patchpaddingalign parameters for UnrealPak from UAT commandlines.There is no easy way to specify these parameters through a buildcookrun, instead they n ...
Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...
In some situation, Slate tries to secure incredible amount size data and run out of memory. This happens a cell having very long and complex serialized text appears on the editor and it is placed to ...
Licensee reports the following in the UDN: There seems to be some other erratic behavior when using parenting in world outliner (i.e. drag and drop one actor on another one in world outliner).Since ...
In UE 5.3, when the option "Always load last project on startup" is enabled and a new Editor launch attempts to automatically reopen the last closed project, the dialog "The following modules are mi ...
Users have requested that light depth and light position are made available to Light Function Materials.Light Depth We seem to be calculating the per-pixel distance from the light to the surface in ...
Editor Utility Widgets (EUW) can be used to script editor behavior. One use case is the automation of asset creation. A licensee has reported that when an EUW is used to create an asset, for as lon ...
In some situations, a Blueprint can become devoid of an Event Graph, or be created without one from the start. For example, function "FKismetEditorUtilities::CreateBlueprint()" in UE 5.4 does not ca ...
[2024.04.29-16.49.46:563][970]LogUObjectGlobals: Warning: LoadPackage can't find package /BEURRE_040824_041224/NewMaterialParameterCollection. [2024.04.29-16.49.46:563][970]LogUObjectGlobals: Warning ...
Swapping the C++ Root Component from a Child BP class, pressing Save, Compile, but not Saving afterwards, will leave the Root Component in a locked state, meaning the it cannot be viewed or edited i ...