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 ...
While working with DirectX 12 in the project settings, the editor crashes by check() code when attempting to create a static texture from a non-HDR Cube Render Target asset. This crash doesn't occur ...
Changing the type of an existing child scene component to be a non-scene component type triggers some fixup code at load time which attempts to remove the node from its current position in the scene ...
UObjectBaseUtility::GetInterfaceAddress() fails due to an incorrect serialized value of the 'bImplementedByK2' property within the non-nativized class's Interfaces array on save. See support thread ...
Property Editors for asset types allow you to drag assets from the Content Browser into them, or to make a selection using an Asset Picker widget. Some examples would be selecting Static Meshes or M ...
In the sample project we have a Widget Blueprint asset (SomeWidget) that implements a native interface (PrintSomethingInterface.h). However, in the DefaultEditor.ini file, we've also excluded all Wi ...
From Licensee: In OpenXRHMDModule:473 (UE5.0) or OpenXRHMDModule:497 (UE5.1) the engine is checking if the app is packaged for Oculus Mobile, if it isn't the case the function returns false and the ...
The engine doesn't allow cross-level references as it assumes a referenced object is immediately available which we guarantee by placing any reference clusters into the same cells. This means the be ...
Non-instanced object ref properties are incorrectly being skipped at property initialization time when Blueprint class instances are spawned with the fast property initialization path enabled. This ...
This is a regression //UE4/Release-4.27 has "DateTime - DateTime" and a "DateTime - TimeSpan" node. The subtraction node, with wild card inputs, incorrectly assigns Time Span data type when fed a D ...