Mirror Data Table is added rows about Bone, Curve, Notify when creating. But SyncMarker is ignored. The following codes can fix this issue. Engine/Source/Runtime/Engine/Private/Animation/MirrorDa ...
USplineNavModifierComponent was made available in UE 5.4. It generates several FAreaNavModifier instances covering a region with a certain thickness around a USplineComponent, and worked correctly u ...
Priority note: 3 licensees requested so far Fortnite and some licensees have requested this feature, but it is a nice to have and has not yet been high enough priority to implement. Many teams rel ...
BRANCH: //depot/UE4/Promotable-CL-2281016 CHANGELIST: 2281016 BUILD TYPE: P4 PLATFORM: Windows FREQUENCY: 3/3 DESCRIPTION: Unable to capture High Res shots in game or during cinematics REPRO STEPS: ...
This is a common crash in the 4.18 release. It is the exact same callstack (and crashGroup) as in [Link Removed], although that Jira had specific repro steps and was confirmed fixed in 4.18.0. The ...
From UDN Description Hello, there's an ensure that's firing in `DetailLayoutHelpers.cpp#137`: [Start code block] ensure(PropertyNodeMap.ParentProperty == CurObjectNode); [End code block]when ...
We've noticed smearing in grass due to wrong motion vectors. This appears to be caused by lack of previous frame support in the periodic world space node. This is how we fixed it: In MaterialTempl ...
When a user tries to package or launch onto an iOS device they will fail at the build step due to:[3/8] sh Unzipping: /Users/Shared/Epic Games/UE_4.22/Engine/Source/ThirdParty/Facebook/IOS/FacebookS ...
When launching a packaged game from the nDisplay Switchboard, the nDisplayConfig file fails to link the cameras to the viewports. Inside the log generated by the Switchboard an error is displayed th ...
Application crashes when deploying a game to iOS with Metal enabled. This has only been reproduced if a sub-level has been added to the starting level within the project. This seems to only happen ...