When mentioning the _Validate Suffix in code comment, Visual Studio compiler throws an error. ...
Usage Flags are not correctly marking Materials as dirty when automatically setting and with using a Source Control method. Compact Repro Steps from User: "To reproduce: Create a entrance level th ...
Followings are nodes in the repro project. [Image Removed] Here's a generated code of the BPvoid ANewBlueprint_C__pf1010915279::bpf__NewFunction_0__pf() { uint8 bpfv__CallFunc_GetInt_NewParam ...
UObjectBaseUtility::GetInterfaceAddress() fails due to an incorrect serialized value of the 'bImplementedByK2' property within the non-nativized class's Interfaces array on save. See support thread ...
When editing the module the call to FHlslNiagaraTranslator::HandleDataInterfaceCall has the usage "Module", so it treads the module as if that was its stack context, even though the module's usage b ...
I'm not sure which way this one should go, but there is inconsistency with how Self Shadow works when compared to the Direcitonal Light or Point Lights. When Self Shadow is enabled on a Directiona ...
Crash on build in editor with UProceduralMeshComponent 4.8 p2 ...
This is only happening in the Editor Preferences/Project Settings. Hitting the Collapse All option removes everything and leaves the window blank where all of the settings were. Expand all brings th ...
SetGamePaused documentation states that it returns "whether the game was successfully paused/unpaused." This seems to imply that a return value of true means either the game was paused and was unpa ...