Does not crash in 5.4 on same hardware so looks like a regression. Attached Unreal logs indicate source of critical error: 'FARKitCameraOverlayMobilePS' shader uniform expression set mismatched sh ...
The prompt window that appears when a project is converted from one engine version to another will "approve" the conversion even if the red "X" is pressed to close the prompt window. ...
When opening a material in the material editor, there is a chance that the material editor will open and become a tab on the main editor window even if a material was already opened and detached fro ...
When you upgrade your project to a new version of the engine, your Collections are deleted from the Collection setting. ...
Creating a code component class and marking the UCLASS() macro with meta=(BlueprintSpawnableComponent) does not allow the component to be used inside blueprints. Workaround: Adding ClassGroup=( [Gr ...
the High resolution screenshot is not saved when using the command 'HiResShot' when playing via the Standalone option. You can use the command and it shows the link to the directory where the screen ...
Our sample games all seem to use the semi-deprecated Classes folder for their headers, and many of these headers omit a #pragma once (or other header guard). This means that they don't play nicely ...
When attempting to isolate selected actors using the 'Show Only Selected' visibility option, grouped actors under this command will disappear and leave green spherical bounding wireframes indicating ...
This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...
Switch on Gameplay Tag does not acknowledge changes to Gameplay Tag variable in Standalone game. ...