RemoveAfterSecondsLambda in AddTimedDisplay function may access released memory during level transitions. The following workaround works : void UViewportStatsSubsystem::AddTimedDisplay(FText Text, ...
The exporter export the render data and the nanite render data is on the gpu and is not accessible, this is why it export the fallback mesh. Its more complex then it appear since we will need to do ...
Using LocalizationTable in text localization does not switch text correctly. This is not a problem in UE4.27, but it is a problem in UE5.0 and later. ...
It seems as though enabling the DTLS handler component no longer functions on Xbox, and it's possible enabling this packet handler no longer works on other platforms as well. It may also be worth in ...
r.AllowOcclusionQueries 0 skips the call to TrimOcclusionHistory(), so the PrimitiveOcclusionHistorySet container continues to grow. ...
A similar node, Select Vector From Array, does not have this problem. The difference between the two seems to be whether or not Required is checked in the input node's exposure options. ...
Labels for buttons added to the Level Editor Toolbar from the Editor Utility Tool Menu Entry blueprint do not appear in the toolbar. This functionality did exist in 4.26/4.27 but no longer seems to ...
The scroll box widget currently hides the cursor and manually draws a closed hand software cursor in SScrollBox::OnPaint when right clicking and dragging. This software cursor does not account for D ...