With exclusive nativization enabled and a blueprint calling a blueprint function library function a project fails to package due to an ensure failure !bStaticCall in BlueprintCompilerCppBackend.cpp. ...
User crashed in the function "void UCharacterMovementComponent::PerformMovement(float DeltaSeconds)" due to a Velocity containing NaN. AnswerHub post details function calls that lead to where the N ...
See UDN description: https://udn.unrealengine.com/questions/554749/bug-navmesh-streaming-and-tile-corruption.html ...
The filter in UContentBrowserClassDataSource::CompileFilter does not work because the enumerated class objects are FName without path, while the filter item is name with path. [Image Removed] ...
When a nanite mesh moves, the shadow does not. ...
Visual Studio 2017 15.8 includes a fix to properly handle std::make_shared used with over-aligned types. However, this is a breaking fix and requires the definition of one of two macros to either ac ...
This is being seen in the wild... can release a temporary fix until 4.26 when we can change the headers and fix it for real. ...
As described in the UDN question, some settings aren't forwarded correctly to the game instance in PIE during a functional test. Proposed patch attached. ...
Not checking for a property not being supported by audio manager, need to protect it against NULL ...