The rules for delta serialization in UE4 are complicated, and the editor tries to hide them from you, which works 90% of the time but can lead to confusion and data loss in other situations. In the ...
From UDN: [Link Removed] Unable to set a Child ABP with inherited interface to a Linked Animation Layer Instance Class. I have a ABP_Biped which is our main ABP. I have the locomotion (idle+straf ...
When an Instanced Static Mesh Component (ISMC) uses a material with a non-zero Max World Position Offset Displacement, the bounds are correctly expanded at initialization. However, after calling Upd ...
We found a d3d debug validation assert in RDG_EVENT_NAME("ShaderDrawDebug"), with the full DLSS integration. It however also reproduces in (4.25.1-release, dev-rendering and the plugin branch with ...
Floating point error from UGameViewportClient::SplitscreenInfo causes this issue. FMath::TruncToInt( 3240 /*ViewportSize*/ * 0.333f/*Ratio in SplitScreenInfo*/ ) = 1079 I suggested a following t ...
If a code project is created in an Engine built from source code, and then it is switched to use a binary Engine installed by the Launcher, building the project in Visual Studio will result in numer ...
This question was created in reference to: [Link Removed] This post references the first post because this problem was not discovered till now. I think it was masked because the issue appears to be ...
This is a trending Linux crash in 4.18. It seems to occur before a project loads. Callstack from Log[2017.10.27-08.31.13:659][ 0]LogInit: - Physical RAM available (not considering process quota) ...
Garbage collection crash during opening cinematic. Note after crashing and relaunching the game the saved file appears as 8% complete instead of 0%. Note this crash is also occurring with //UE4/D ...
Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...