When enough variables are added to a structure to cause the list to be too long for the window, a scroll bar should appear and you should be able to scroll through them. This does not occur. Regres ...
From UDN: The reason it crashes is because Child doesn't get garbage collected, which is because it still has the RF_Standalone flag. UEditorEngine::EditorDestroyWorld clears RF_Standalone flag ...
A user reported that attempting to create an installed binary build of the Engine using BuildGraph will fail. This seems to be because we include the UE Simplygon implementation, but do not disable ...
Note that this bug potentially also affects a wide variety of material / geometry setups; however, a translucent wireframe setup is currently the main reproduction case. The issue may also be notice ...
[Image Removed] Jira Bot attaches conversation thread from Slack [Image Removed]Ryan Bickell – 2025-01-07 10:54:10 UTC Hello and happy new year! I'm messing with the Landscape component LODBias sett ...
The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...
ED nodes in 4.6 but are not being executed in standalone or cooked games. Also, users receive compile errors when the project is saved and reopened that resolve when the blueprint is recompiled. ...
FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...
When Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key, the function construct the default structure in-place on the given pointer without destroying the object. This behavior ca ...