Description: When using lots of static meshes placed in the scene and using level streaming to switch levels out can cause standalone game to crash while loading the map back in. For example, if you ...
When using AddChildActorComponent in the construction script of an actor and attempting to get a reference to the child actor that is stored in a variable on Event Begin Play, the editor throws erro ...
Hit handled ensure when dragging the slider in Morph Target PreviewLogOutputDevice: Error: Ensure condition failed: DynamicData->MorphTargetWeights.Num() == LODModel.MorphTargetVertexInfoBuffers.Get ...
Consider a Niagara Function or Module Script containing a Static Switch node. If the "Expose as Pin" option is enabled for its selector variable, an input pin with type "static bool" appears. In one ...
When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
When adding an interface to a blueprint, only blueprint created interfaces are available. Engine / custom interfaces written in code are not listed. Regression: Yes - custom interfaces are present ...
During lookdev, I use a post process material to bring reference images into the engine to compare against my work. The goal is for the reference image to not be touched by any of the Unreal color ...
When a Post-Process Material uses the Scene Texture Material Expression, the following code is generated: ``` MaterialFloat2 Local0 = Parameters.TexCoords[0].xy; MaterialFloat2 Local1 = ClampSceneT ...
After using the Begin Scan, the application does not show anything with the camera, though it should be noted that you can still find, select planes and then place the model on it. For now the bug w ...
Widget components appear to be affected by lighting. This causes differences in color between widget components and widgets that have been added to the viewport. ...