If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...
When deploying a template project to the devices listed below, there is an issue with the mobile HDR being checked on. It is causing the project to show either black or static like. Devices tested ...
This is an early trending crash coming out of the 4.16 Preview. Users have not provided any additional information about this crash. This was also experienced internally by Alex.P [Link Removed] ...
AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...
Renamed Enums displayed in Standalone game will show the original default name instead. ...
UPDATE: 12/23/2015 This appears to be occurring on packaged projects for Win64 as well. ====================================================================== When attempting to launch a level t ...
The attached fbx was exported with dense data, i.e. there are 10 subframe keys set per frame vs the usual single key per frame. We do this to eliminate subframe "jitter" that occurs sometimes with ...
Error: C:\Program Files\Epic Games\UE_4.25\Engine\Source\Runtime\Core\Public\Containers/SparseArray.h(778): error C2440: '-': cannot convert from 'const TSparseArrayElementOrFreeListLink<TAlignedBy ...
In Editor, When you remove a return value parameter from a Blueprint Interface function's Output Category. (so there are no return values), it becomes an event. In any Blueprint that implements the ...
When enabling BC7 compression format for a texture in a project that has SM4 disabled will result in the last two Mip Levels being gray. This happens on any texture size. The number o mip levels may ...