The Contains node doesn't return an existing row from a data table under specific circumstances. This didn't occur when the struct the data table is based on was made via blueprints or there are mor ...
When importing an asset like a Texture asset using the steps mentioned in the Repro steps, the imported asset does not have the correct relative path listed under the newly-created asset's "Source F ...
Various licensees are reporting data loss on load due to the change that was made for [Link Removed] in which we now defer Blueprint CDO construction on load until the finalization phase. This issu ...
https://udn.unrealengine.com/questions/510965/view.html ...
Gameplay Ability System Standalone: Removing an attribute set and then removing an active gameplay effect that has a modifier for an attribute from that set results in a crash. Currently, one must ...
This report has been logged due to a high volume of submitted crash reports. Additional information is not currently available. User Descriptionsi create A game ENd Crashi was trying to create a l ...
Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...
The Editor provides option "Project Settings – Engine – Input – Mouse Properties – Advanced – Use Mouse for Touch" to allow testing virtual joysticks and other touch controls with the mouse. When ru ...
Reported behavior: Given Level_A which contains object_X, where object_X references Level_BDeleting object_X causes AssetRenameManger to check if we need to patch up other levelsLevel_B is load ...
Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...