The UnrealVS add-on appears to install correctly in Visual Studio 2017 (resolved in [Link Removed]), but it does not appear to be working correctly in that version of Visual Studio once it is instal ...
I was unable to reproduce this locally, but a licensee reported having trouble creating a local installed build of the Engine with only Visual Studio 2017 installed. The licensee reported that the S ...
Easing curve handles are interactable on tracks that do not support them. ...
From User: When frequently terminating and re-initializing the FConstraintInstance, there appears to be a leak when cleaning up the disabled joint, which leads to an ever growing list that gets sort ...
RemoveAfterSecondsLambda in AddTimedDisplay function may access released memory during level transitions. The following workaround works : void UViewportStatsSubsystem::AddTimedDisplay(FText Text, ...
When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...
A crash occurs when importing any SpeedTree asset with the default import settings. The user reporting the issue says "the crash occurs if I have import WIND AND SMOOTH LOD checked like the default ...
It appears the custom hit testing logic of WidgetComponent handles click positions well via UWidgetComponent::GetHitWidgetPath adding virtual mouse coordinates to the arranged widget, but mouse move ...
Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
CopyFile function in CommandUtils.cs assumes that an exception will be thrown if the number of retries is exceeded, but the loop condition prevents it from being thrown. Following fix works:publics ...