The one time it did not instantly crash after pressing the Launch button, I had to Kill -9 <PID> UE4Editor because it was using 129% of my CPU for 50 minutes. ...
Track switching is currently not supported, because media with multiple tracks of the same type fail to load. Once that is fixed, implement run-time track switching. ...
At screen resolutions other than 16: 9, widgets added with AddToPlayerScreen can not be completely filled. The final size calculated by GameLayerManager seems to be incomplete. ...
Post-Process Anim Instances do not have BeginPlay called. The proposed fix is to addif (PostProcessAnimInstance) { PostProcessAnimInstance->NativeBeginPlay(); PostProcessAnimInstance->Blu ...
It looks like particle toggle tracks use TimeRangeToNumberRange which gives the incorrect range as a result of CL 10893518 which fixed [Link Removed]. ...
This problem is similar to the following case. [Link Removed] [Link Removed] It seems to have been fixed in 4.16, but the licensee reported it in 4.25. ...
we can do a "cheap fix" here by adding the "IgnoreTypePromotion" metadata to the date time functions, but there are some underlying issues with the FindBestMatching func in this case causing it to f ...
There is a one-line fix for this in a shader file, see their PR on GitHub:https://github.com/EpicGames/UnrealEngine/pull/10251/files ...
This problem can be reproduced with UE5.3 even after applying fix [Link Removed] Closed . We have verified this issue with U ...
the handled value passed to unlock_mouse is actually treated as unhandled, because FEventReply has no uproperty and no Identical()function of its own. Adding WithIdenticalViaEquality can fix this is ...