If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
We changed the IP address serialization format without bumping the LAN beacon packet version. Should just need to bump it up. ...
This is from a UDN and I was not able to reproduce it locally in Release-5.0 or Ue5/Main, creating this issue for tracking. ...
Hit handled ensure when dragging the slider in Morph Target PreviewLogOutputDevice: Error: Ensure condition failed: DynamicData->MorphTargetWeights.Num() == LODModel.MorphTargetVertexInfoBuffers.Get ...
If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...
Using the command in the repro steps on Linux will cause the Editor to crash and CrashReporter to pop up with a callstack. This behaves differently when tried on Windows with -vulkan. The project ...
The Editor will crash in PIE when an Actor calls a method in a UObject that modifies some FString members in the UObject. In the Attached project, the UObject class contains two FString members and ...
Found on: //UE4/Dev-VR CL-2967563 About 1/6th of the time I'd start a -game instance and go in to stereo on the OSVR, the game would seemingly just close itself. I say close as opposed to crash, si ...
If used inside a UMG Blueprint, a struct that has only one element will remove the element from the struct after compiling the blueprint. If the element is edited or a second element is added then ...