If a custom cursor is applied through Edit > Project Settings > User Interface Default Cursor and then the user attempts to launch their game the editor crashes. ...
D3D12 needs to check the flag D3D12_FEATURE_DATA_D3D12_OPTIONS6::AdditionalShadingRatesSupported and filter out VRS modes that aren't supported. This flag should be put into something like "GRHISupp ...
Add option to compile iOS OpenGL ES or Metal shaders and whether to force 32bppHDR at each QL If Metal shaders are a scalability option we can compile them only for high and compile only OpenGL fo ...
Any instances of a Blueprint class that were given a custom label in the World Outliner will have their labels reset to the object instance name whenever that Blueprint class is recompiled. The lab ...
This is a duplicate of [Link Removed] which may have been closed by mistake. In the answer provided by the developer for the AnswerHub question, the "Select Node" is not supported in the AnimGraph ...
2 issues with SGameplayTagQueryEntryBox that a UDN customer noticed:We are binding a delegate to UGameplayTagsManager::OnGetCategoriesMetaFromPropertyHandle to customize how the categories are retri ...
After enabling the new 'Support Global Clip Plane for Planar Reflections' option in 4.12, the project hangs at 45% after restarting. As a note, I had another teammate attempt to enable this option ...
Overlap trigger on Event Begin Play doesn't work after converting project from 4.7.6 to 4.8 P2. The user thought this was related to using Custom collision object types but it is reproducible with ...
Licensee reports very long C++ compile times during packaging after nativizing a UMG Blueprint asset containing a very large and heavily-nested widget animation hierarchy. The support thread outlin ...
This is a trending Linux crash in 4.17.0 that has also occurred in 4.16 Callstack from LogLogLinux: Error: appError called: Assertion failed: Assertion failed: [File:/home/---/UnrealEngine/Engine/ ...