The build system supports many types of flags that can be enabled in game-specific Target.cs files to enable things like logging in shipping, target-specific overrides like custom config, or enablin ...
The fix for this is to override the FEnhancedActionKeyMapping::operator== to account for the deep copy that happens on modifiers instead of comparing addresses ...
Copying and pasting an array of nested instanced subobjects from a level instance into a Blueprint's defaults and adding that Blueprint to the level will prevent the actor instance from saving. ...
Licensee reports change of behaviour between UE4 and UE5 when reimporting a mesh after changing its lightmap build settings. Change of behaviour occurred in 17404767, which was to fix a similar pro ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
Description: In Unreal Engine 5.4, when recording camera movements using the Take Recorder with the "Record Sources Into Sub Sequences" option turned off, significant viewport freezing and performan ...
Disabling Disregard for GC leads to a crash in GarbageCollectionVerification.cpp VerifyObjectFlags. This crash occurs when there is an invalid path specified in GameplayTagTableList. The cause of t ...
When an instanced static mesh component with a material using a PerInstanceCustomData node has its data floats pasted in, the editor crashes with an "Array index out of bounds" error. The licensee w ...