Attempting to add a new code class to a project that is not correctly set up for IWYU (such as an older project that may not have been properly modified for IWYU when upgrading) will result in the b ...
On Mac in VR Mode, when scaling the world with the controllers while the Blueprint Editor open, all open windows begin jitterring violently. This only occurs if the Blueprint Editor is one of the op ...
UDN ask to control mesh materials in python script. The API is public but not expose. I suggest to add functionalities to the editor scripting utilities plugin for both static and skeletal meshes. ...
Pasting a button element from one Widget Blueprint into a second Widget Blueprint that has had its root Canvas Panel deleted results in a crash. The crash only occurs when the Canvas Panel is delete ...
(Enduring Games) Please see UDN - Case includes project and potential fix from customer. Need to verify that it does not affect other parts of the volumetric composition. bHasValidSamples is the sam ...
It appears that only custom event nodes support a deprecation message. In fact, we need all nodes that use delegates in some fashion to support a custom deprecation message. Both UK2Node_ActorBoundE ...
The following console commands do not work when the ConsoleVariablesEditor plugin is enabled.Slate.GameLayer.ViewportSlotVisibleSlate.GameLayer.DebugCanvasVisibleSlate.GameLayer.PlayerCanvasVisibleS ...
RenderTrace plugin does not appear to have been updated for a change that moved the GPUScene out of the View buffer to its own uniform buffer. (CL 24027890) The test project is based on FirstPerson ...
In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...
User comment from crash group:reimporting fbx 491 void FStaticMeshVertexBuffer::BindLightMapVertexBuffer(const FVertexFactory* VertexFactory, FStaticMeshDataType& Data, int LightMapCoordinate ...