https://udn.unrealengine.com/questions/280656/actorcomponentuninitializecomponent-isnt-called-wh.html Move call to Actor::UninitializeComponents outside of if (bActorInitialized) in Actor::RouteEnd ...
Reported by users and seen once by myself. For a project which can exhibit this see: https://udn.unrealengine.com/questions/265039/example-project-for-ios-build-hang-and-poor-modula.html ...
Licensee reported behavior of configuration file hierarchy is different form document here (https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/index.html) Doc: 1. Engine ...
A Japanese developer's making a scene that has over 4000 static point lights. They thought the lights don't affect rendering in runtime. But they realized the RenderThread's costs become bigger. I ...
https://udn.unrealengine.com/questions/267570/actor-variable-pointer-null-after-net-relevancy-lo.html#answer-267836 ...
Replacing a StaticMesh actor with a C++ class that extends AStaticMesh changes the selected static mesh asset. But making a blueprint of that static mesh and replacing using that instead doesn't ch ...
Multi Sphere Trace is not returning the correct Impact Location. Other AnswerHub Report:https://answers.unrealengine.com/questions/30952/multisphere-trace-fhitresult-location-same-as-impa.html ...
The licensee wants to record the same number of frames as the animation in "Content/TakeRecorder_test/Grayman/anm/". I thought that increasing the number of frames by 1F on Sequence would solve the ...
There is a duplicated block of physics replication code in PhysScene_PhysX.cpp https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysScene_P ...
In UE 5.6, heightmap texture compression was introduced. The original implementation did not consider duplicate pixels along subsection and shared textures (multi-component) boundaries. As a result, ...