This buffer overrun is probably caused by the ExportParticleDataToBlueprint module does not respecting the GPUAllocation Fixed Size setting in the module. In fact, out-of-range export data is not c ...
From my testing, it appears that Shift+F is not detected by the editor. If you map the input action to either F or Ctrl+F, they both work correctly, so it seems specific to the Shift+F keyboard comb ...
Summary This issue was reported by a licensee via UDN. It appears that all of the plugins generate a "missing precompiled manifest" error when packaging a project on Mac in UE4.26.2.Licensee Platfor ...
First Person Template content cannot be added to another project through the "Add Feature or Content Pack" function. This occurs in both 5.0-Early Access 2 and 4.27.1 Tested in //UE4/Release-4.26 ...
There are two UDNs related to this issue. It makes the Path Tracer unusable with MGPU, with atmosphere enabled. I already have a one-line fix implemented and tested. The atmosphere scan line arti ...
An ensure in GatherSubobjectData is being hit under certain inheritance conditions. This appears to be similar and potentially related to [Link Removed] and the fix at CL 16377852. Stepping through ...
This issue is an easy fix but raises a different problem which is likely ingrained in UE, which is that MIDs should not be serialized out and should always be transient. Unfortunately we are in a po ...
There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...
Filepath for asset referenced in Gamemode blueprint produces error: /Game/ACustom/Code/cBP_Gamemode: Failed import for ObjectProperty /Game/ACustom/HUD/Game_UI.Game_UI_C:STMSG Fix up redirectors ...
Spawning an Instance Static Mesh at runtime does not have collision. This issue appears only in 4.8 Preview 1 and the 4.8 Release branch (tested on CL-2540862), but is fixed in Main Branch as of Ma ...