Dynamically created render targets do not work as expected when packaged for windows. If it is replaced with a static render target, it works fine. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 ...
The missing API prevent clients to do good scripted import pipeline tools. there is two UDN thread that can be solve by this JIRA https://udn.unrealengine.com/questions/566538/how-to-add-a-custom- ...
The following console commands do not work when the ConsoleVariablesEditor plugin is enabled.Slate.GameLayer.ViewportSlotVisibleSlate.GameLayer.DebugCanvasVisibleSlate.GameLayer.PlayerCanvasVisibleS ...
Encountering a crash in Lyra when you hit PIE if you have an animation montage document open with an animation segment selected and the preview scene visible in the animation segment details panel. ...
Setting the Phase Count of a RetainerBox to 2 or more may cause other widgets within the same UserWidget to flicker. Upon investigation, we found that during frames where the flickering occurs, the ...
A crash occurs after dragging an 'Empty Character' actor into the viewport and attempting to add the 'PuzzlePlayerController' as a component by dragging it into the components list via the 'Details' ...
A crash occurs when setting the Child Actor Class of an inherited child actor component. This is not a regression. It occurs in 4.14.3 CL# 3249277, 4.15.2 CL# 3416026, and 4.16 Preview 2 CL# 34155 ...
This is a regression that was introduced by the fix for [Link Removed]. The fix makes an invalid assumption that instances of components whose archetypes are inherited by a non-nativized child Blue ...
By starting PIE while an uncompiled widget is open in the widget editor, it's possible to trigger a call to NativeDestruct on the preview widget. This is especially dangerous because NativeConstruct ...
When loading individual events/sounds in an FMOD bank file, the cook will emit a warning for each asset which pollutes the log file with superfluous messages. This is because the actual event/sound ...