If an actor blueprint contains a Transform variable, setting that blueprint as the child actor component (CAC) of another blueprint / blueprint instance then updating the transform variable in the o ...
From Licensee: In OpenXRHMDModule:473 (UE5.0) or OpenXRHMDModule:497 (UE5.1) the engine is checking if the app is packaged for Oculus Mobile, if it isn't the case the function returns false and the ...
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 ...
When moving along a positive axis using world origin shifting, the value of the axis will increase and the origin will shift until it reaches a maximum value of 2147483648.000, it will transport the ...
This report was logged due to a high volume of submitted crash reports. It occurs when opening a level where a deleted mesh as being used as foliage. This is a regression. The crash does not occu ...
Components stop reporting overlap after a certain amount of actors are attached Warning Trying to simulate physics on ''/Game/UEDPIE_0_Level1.Level1:PersistentLevel.Cube7.StaticMeshComponent0'' but ...
This is a common crash affecting users in 4.16.2. It is similar to [Link Removed], which was potentially fixed in 4.16.2. Users have not provided any additional information. Source Context 803 ...
From reporting UDN: "We had a weird issue with new components added in C++ not being instanced properly on non-direct Blueprint children. It seems to happen if loading of the parent BP is deferred ...
Context One File Per Actor (OFPA) reduces overlap between users by saving data for instances of Actors in external files, removing the need to save the main Level file when making changes to its Act ...
Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...