The currently implementation of WmfMedia player initialization is incorrect in that it creates a playback topology that includes all source tracks, but some of them are disabled. The intent was to e ...
A customer has had problems running a game with a splash screen when passing -game flag to the editor. UpdateSpashScreen will call GetCurrentFrame, which can return a nullptr but fails to verify it ...
We currently do not copy over the Config folder when we are packaging a plugin for inclusion with a packaged game. This is likely because we haven't supported plugin config files in the past, but th ...
"have had to modify UAnimNotifyState_TimedParticleEffect in order to subclass it. I added 'ENGINE_API' and removed 'MinimalAPI'. I also needed to move 'ValidateParameters' from 'private' to 'protect ...
"We are trying to add required Game Center assets to our Apple TV project. We are using the source code version of UE4. It seems that the editor UI does not support adding the Game Center leaderboar ...
In a normal detail panel, each element has its own SDetailSingleItemRow and are mostly uniformly sized with some exceptions of having a few bigger rows (i.e. asset pickers). However, these layers ar ...
This was found by a customer through a UDN, and they offered the fix for it, as well. The basic steps to reproduce the crash are as follows:call GEditor->SetPropertyColorationTarget(...) somewhere i ...
It's not possible to configure a BB key selector to accept multiple different types of UObjects. The issue comes from using strings to identify declared key type filters, which doesn't work well fo ...
When an array of custom UObjects is defined in an actor component class, blueprint instances of the component class cannot update the array elements. Array elements only update inside the blueprint ...
LogPlayLevel: QAGame: [2017.06.28-14.09.14:706][ 0]LogLinker:Warning: Unable to load package (../../../QAGame/Content/UMG/UMG_Sprite.uasset). Package contains EditorOnly data which is not supported b ...