Differences in PIE and Standalone when attempting to set the Material for a Particle system within the construction script of an actor blueprint. I know there are probably some differences in how P ...
Objects in a scene are randomly culled when building a level with Precomputed Visibility enabled, and opening another level that has already pre-built precomputed visibility. A couple of things wor ...
Event track key with a structure containing staticmesh reference. Setting the staticmesh then reopening the property crashed the editor. ...
Value in an Enum in a Struct in another Struct assigned to a Map in a Component with the Component used on a Child Pawn Class can be reset upon editor relaunch. User submitted bug. (Unsure what int ...
FindInBlueprints->CacheAllBlueprints(FSimpleDelegate::CreateSP(this, &SReplaceNodeReferences::OnSubmitSearchQuery, true), EFiBVersion::FIB_VER_VARIABLE_REFERENCE); This leads to crash. Users can b ...
Using pucks with motion controller will cause the tracking pucks x and z axes to flip. ...
Deleting elements from TMap Struct in the Actor Blueprint Editor (specifically, deleting elements from them) causes Unreal to crash ...
Exception crash when running Debug Game Configuration for a project installed on a different drive than Engine Installation. ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
If you specify a Level Sequence of "TakeRecorder_Skeletal" in step 3, there will be only one animation created. The licensee wants this to be the same behavior. ...