Upgrading a code project created in a binary Engine version to an Engine built from source code results in the solution configuration and solution platform in Visual Studio being set to Debug and Wi ...
[Link Removed] In XCode, place a call to spawn a custom Actor in the game mode constructor instead of BeginPlay. This apparently causes the editor to get into an endless crash loop unless the Bui ...
If the engine is installed without the Debug Symbols, packaging for Shipping will fail due to the missing files. While I believe this is expected for Development, it shouldn't occur with shipping. ...
Expandable Area widget appears to create extra widgets when being copied and pasted. These widget appear to be ghost widgets of the original children. If the new unwanted button is selected or delet ...
Using nested comments when also declaring a second UClass in the same header file causes the UHT to have issues when parsing, resulting in a crash of UHT. ...
When using a single FBX with multiple meshes that is imported as individual meshes, if you reimport after updating only a single mesh or a few of them the entirety of FBX will be imported and added ...
Trying to deploy a project that uses an external plugin (not located in either Engine/Plugins or Project/Plugins) will fail. The error message states that it is looking for the plugin to be located ...
If a VR headset is connected, it will be used for Y axis camera input in PIE if you have switched to and from the Landscape tab in the Modes panel. You can fix this temporarily by reopening the edit ...
When a code project is given the name SteamVR the project will fail to open with the error message shown in the screenshot. This does not occur for a blueprint project with the same name, blueprint ...
The Subsurface shading looks incorrect in the Blueprint Viewport window. Adjusting the cvar for r.sss.checkerboard from the default value of 2 to 1 looks more correct and a value of 0 switches back ...