I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...
The end of the level visibility section places a DeterminismFence. This causes the issue. The fence clips the frame range and produces a discontinuous frame ranges, e.g. 23201~24000, then 24001~24 ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
If a new editor plugin has a button added with OnClicked functionality, the editor will crash immediately when accessing the plugin. Removing the OnClicked portion of code allows the plugin to be a ...
Attempting to add an instance to an Instance Static Mesh Component at runtime through code causes the editor to crash. ...
The OnUnPossess() method of the AAIController class is triggered twice ...
The scene capture will revert back to the Character BP that is placed in the level when player 2 is not moving. When they are moving the scene captuer will show correctly. You can get around this ...
Rejected widget object for paste action from other widget somehow remains in the widget editor making name conflict for other widgets. ...
Context UE_VLOG macros can be used to capture debug shapes into both a Visual Logger recording and a Rewind Debugger recording. Problem In the Rewind Debugger, the capsule shapes are drawn at an in ...
A Packaged build that has had an Editor Only Component added to one of its Blueprints logs a false positive warning in USimpleConstructionScript::FixupRootNodeParentReferences(): USimpleConstructio ...