When a UWidgetComponent has its widget assigned dynamically at runtime using CreateWidget and SetWidget, drag & drop operations fail in Standalone Game and packaged/game builds, while working correc ...
When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...
From licensee: I’ve found an issue with the visualization of PlayerCollisions when using LandscapeSplineMesh with a mesh that has Nanite enabled. The Chaos collisions shown in the Chaos Visual Debu ...
A WorldPartition map used as a level instance that's set to standalone mode doesn't load its actors in the editor. ...
Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject. In some situations, ...
SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...
Translucent deferred decal materials look different when setting their specular material attribute directly on the material node versus setting it via a constant node ...
After editing engine source files and triggering Live Coding, derived Blueprints that inherit from a Blueprint containing a ChildActorComponent cause UChildActorComponent::Serialize to run on a Live ...
This is a regression since 5.5 with skeletal meshes where morph target normal/tangent deformation only works when a mesh is imported as a LOD of an existing skeletal mesh, but not when imported as L ...