This may not be an expected use of state machines, but it is becoming a showstopper for a couple of users. These user's are caching their locomotion state machine and then using a second state mach ...
If a mesh is duplicated within a blueprint components panel, it will be invisible in the viewport, the transform widget will incorrectly align itself and refrain from moving, and if the transform wi ...
Upgrading a code project created in a binary Engine version to an Engine built from source code results in the solution configuration and solution platform in Visual Studio being set to Debug and Wi ...
The pak-blacklist files do not seem to be working fully. While some of the files may be excluded Engine/Content/Slate files are staying behind, which can be seen once you've used UnrealPak ...
It is believed that If Should Block On Load is TRUE, the entire game should freeze up until the entire level is loaded. Then If Should Block On Load is FALSE, the game continues to play while the le ...
When trying to add an entry to a TMap in a nested struct that is an element of an array the engine crashes. This doesn't happen if it is not an array of the nested struct. Attached are .h and .cpp ...
When altering "Coordinate Light Map Index" in a static mesh when "Generate Lightmap UVs" is enabled in LOD 0 the engine will crash or "Coordinate Light Map Index" will be set to 0. A demonstration ...
In the Level Editor's "File" menu, there is a "Favorite Levels" list, which is persisted in the config file "EditorPerProjectUserSettings.ini" under section "[FavoriteFiles]". Manually editing this ...
It is possible to experience an editor crash in 5.5.4 when the cook process generates a warning that references an asset while the editor is saving. It seems that during a save operation, the code t ...
Following this sequence of events, the ObjectLookup and NetGUIDLookup on the server's PackageMapClient will end up in a bad state. In the ObjectLookup Map, the primary asset's package will be mapped ...