A DataAsset with a FText property called "Name" will confuse the content browser, causing it to create a new column each time the folder containing the DataAsset is entered. This appears to be a cor ...
Lightmass is crashing when using a material that has "Cast Shadow as Masked" set to true in its properties. Found in 4.18 P3 CL#3676890 Unable to reproduce in 4.16.3 CL# 3561208 and 4.17.2 CL#365 ...
Editor crashes when Oculus boundary component is added without a HMD connected. This was discovered while researching a separate bug report. A user stated that on a project that had been upgraded f ...
Need to update these UDN threads when the issue is fixed. https://udn.unrealengine.com/questions/401360/ios-shipping-build-crash.html https://udn.unrealengine.com/questions/428225/about-ios-ship-b ...
Projects that worked normally in 4.18, failures occurred in 4.19. Resolve by replacing the contents of the LevelSequence that is the cause of the problem with the new asset.Perhaps a problem has occ ...
Using the Landscape LOD system with World Origin Rebasing causes the LODs on the landscape to mess up. This only appears with imported tiled landscape where the main actor is in the persistent level ...
If an instance of a child BP has a non-default value for its parameters, that value will be ignored in the cooking process if the parent BP is nativized but the child is not and the default value fr ...
There's a bug in UAssetManager::LoadAssetList where the passed in DelegateToCall is not being called in the bShouldUseSynchronousLoad case. This can cause gameplay logic to fail when that bool is tr ...
The input paramter is a type of UEdGraphPin. The PinType.PinCategory can be softobject or softclass, and the reference path is saved in a paramter named DefaultValue of UEdGraphPin.The DefaultValue ...
The [bIsVisible] flag is set to [1] by the following judgment.const bool bIsInDrawRange = DistanceSquared >= Bounds.MinDrawDistanceSq * HLODState.FOVDistanceScaleSq; Judging from this code, I bel ...