A verify command in CookOnTheFlyServer is checking the wrong condition and causing cooking to fail for patches that are based on a previous release or have had something removed from the build. The ...
Attempting to edit the properties of a component on an instance of a Blueprint class that initializes its RootComponent in its Constructor and is attached to another actor in the level results in od ...
After completing a build using Live Coding, a horizontal scroll bar appears at the bottom of the Live Coding Console window since some of the lines of text are longer than the window can display. Th ...
When running a standalone build, focus navigation doesn't work on widgets within a world-space widget component. This may be fallout from [Link Removed], which parented the widget component's virtua ...
When building very large textures (such as virtual textures) we allocate very large intermediate buffers for compression at full 4 channel float precision. For a 64K texture this can be 64GB in siz ...
When using Select All, the children are selected as well. When you move the actors, the children begin to move at different rates than the rest of the actors, resulting in them being offset when you ...
When adding a Control Rig asset to a level, choosing one of the orthographic views, and then drag selecting any part of the level, the editor crashes. This does not occur if you drag select in the p ...
UEngineSubsystem::Deinitialize() is not called when closing the editor In addition, (tested only with released 4.24.1) when recompiling a module using the "Modules" window in the editor the d ...
It seems that disabling the 'Spawn Default Blueprint Nodes' editor preference results in control rig blueprints being created with event graphs rather than rig graphs. It doesn't appear to be possi ...
When using the Place Actors panel on the Advanced_Lighting map a crash occurs when searching for a directional light. I was only able to reproduce this issue on that map. This issue is occurring ...