Calling SGridPanel::SetRowFill on an actor's BeginPlay causes the editor to crash with the callstack provided The reporter mentioned SetRowFill uses if() statement where SetColumnFill uses while() ...
Context The showFlag.CollisionVisibility 1 cvar is a viewport visualization mode that highlights which Actors will block visibility. The showFlag.CollisionPawn 1 cvar is a Player Collision viewmode ...
When using the Engine's High Res Screenshot tool, there is a limit on the amount of foliage that can be present before the meshes stop appearing. This number is around 1500 meshes, though I was not ...
Crash occurs while progressing through the Landscape Overview tutorial, after the step "After pressing the Create Button, your level should now have a Landscape Actor inside of it" This is a regres ...
When translating a retainer box in an UMG animation the scale of the retainer box is also affected. Attached is a 4.23 example project. Found in 4.24.3 CL#11590370 Reproduced in 4.23.1 CL#9631420, ...
As noted by the user in the linked UDN question, this seems to be a problem with the PointLightComponent property on APointLight not having the VisibleAnywhere property descriptor. Also as noted, th ...
Execution reroute nodes become wildcard reroute nodes when creating a second reroute node off the same execution pin. Note: this does not appear to affect their functionality as execution reroute no ...
"By default, the device profile for android_high (which is used by phones such as the galaxy s8 and s9) gives a scale factor of 1.0 resulting in 1280x720. When choosing a ~2:1 device such as the gal ...
Moving all the related assets into another folder leads to reference lost. This can be tested out using ShooterGame project. Also you can find materials in the skeletal mesh lost its texture. This ...
Might be a simpler repro than this, but take a look at revision 1 of PreRolledBoxes in FortniteMain to see an asset affected by this. It was duplicated from StoreRoot which had breakpoints in some o ...