When archiving a project in the project launcher (UFE), the project will fail if there are spaces in the folder it's being archived to. ...
UMG supports sprite as an image, but using this as source do not correctly cut sprite's region which limits border textures to be separated textures. If the Image has a material, size do not match ...
When this problem occurs, "MaterialExpression" is null in FMaterialInstanceParameterDetails::GetParameterExpressionDescription. ...
When playing in viewport, the user is not able to see the collision of a mesh marks as hidden in game if they run the "Showflag.collisionpawn 1" console command. ...
When a non-replicated actor is destroyed on the client through the use of bNetForce, any child actors that are also non-replicated will not be destroyed correctly. ...
The ForceActorRelevantNextUpdate will only trigger an update on the first connection in the list. Note that the ForceActorRelevantNextUpdate does not work on dynamic actors since their ActorChannel ...
Moving from "float" to "FGameplayAttribute" is causing a test to fail. ...
When using the Trigger Route node, if Value 0 is a non-zero value and Value 1 is a zero value, the output "pops" on set. [Link Removed] ...
When creating IOS package with RemoteBuild, bCreateStubIPA is set to True by the following code.public bool Build(TargetDescriptor TargetDesc, FileReference RemoteLogFile, bool bSkipPreBuildTargets) ...