Trying to use UAT to build a plugin that has CanBeUsedWithUnrealHeaderTool set to true will fail due to a null reference exception (log from Main CL 4666322 attached). This happens because the plugi ...
If an existing AddComponent node is placed in an Actor Blueprint's Event Graph for a custom ActorComponent-based Blueprint Class, the node will fail to be scheduled after adding a variable marked "E ...
Our team has been using property instances, and have run into several problems. We were able to reproduce one of the problems, and I was hoping to have your team look at it. General scenario. We ha ...
A licensee was trying to extend the FSkelMeshSection, FSkelMeshRenderSection and USkeletalMesh serialisers with their licensee version number and found that the FSkeletalMeshRenderData::Cache functi ...
The attached project is from a licensee who made a Quest system where a blueprint has several ConditionContainer instanced subobjects, that contain EdGraphs with custom question condition nodes. On ...
UUserDefinedEnum contains an array of FTexts which are supposed to be used as localized display names, however these are populated from the underlying UEnum type using the meta-data on the object. T ...
By [Link Removed], user can disable IDFA without customizing engine code. But, if using Launcher build, the added settings( Enable Advertising Identified(IFFA) ) does NOT work correctly. Because eng ...
This issue was reported by a customer trying to modify the static meshes of a GeometryCollection. After removing some meshes from the Geometry Source, he used the Reset button to apply the changes t ...
When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash. This only affects the Forward Render and works ...
After deriving a C++ class from another class and then closing the editor, the project will crash when reopened. This crash will continue until the project files are regenerated and the project is r ...