Using incorrect formatting in FText does not cause compilation errors in EnsureMsgf as it does in other functions such as UE_LOG. This causes crashes to sneak through such as a crash on ensure when ...
Issue reported by one of our licensee on the Japanese UDN https://udn.unrealengine.com/questions/480660/view.html ...
"This ensure is intended to catch regressions where rendering programmers add a loose parameter to LocalVertexFactory, breaking dynamic instancing on regular static meshes. InstancedStaticMeshes c ...
Changing the screen settings to Fullscreen through code or blueprints results in a crash. This only happens in the source version of 4.23 and does not occur in the binary version of 4.23. I have att ...
Spline Mesh Components lose their collision in a packaged game when spawning them at runtime, or modifying them via 'Set Start and End' function at runtime. ...
Show Flags are changed to the state that they were set on editor startup when switching to a different level It appears that the state of Show Flags are stored in the editor on shut down, this is c ...
A simple search for `NewStyleOutput = true` will reveal the many instances where this flag is already forced on, including media plates and media bundles. This however means that we have incompatib ...
Starting in Unreal Engine 5.6, disabling "r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal" can lead to light leaking between adjacent or overlapping meshes. Also tested on Release-5.6, CL: 4523 ...
Context The blueprint editor allows you to override an actor component's class in derived blueprints (component details panel -> Component Class). [Image Removed] Problem When a blueprint and it ...
"Package Plugin" from Plugin Editor UI will wipe the target folder’s contents first then populate it with plugin files. User was expecting “Package Project” like behavior: Create a new folder in th ...