As of 4.20, ENABLE_NAN_DIAGNOSTIC is now enabled in all Debug configurations. However, this does not work well with the TransformNonVectorized that is used on platforms like android. If this combina ...
In a normal detail panel, each element has its own SDetailSingleItemRow and are mostly uniformly sized with some exceptions of having a few bigger rows (i.e. asset pickers). However, these layers ar ...
After a bit of investigation, the way to fix this would be to modify MergeMaskIntoAlpha to pass in the actual resolution scale and the requested size, and only mask the overlapping pixels. Currently ...
This only happens on a 5700XT, tested this on the 7900XT and the issue did not occur Initially reported on the Preview 1 forums: https://forums.unrealengine.com/t/unreal-engine-5-4-preview/1763516 ...
On a DDC hit, the SubstrateMaterialBsdfFeatures variable restored into MaterialCompilationOutput is not copied into SubstrateTranslatorData.SubstrateMaterialBsdfFeatures, which is referenced by the ...
Noticed when replying to a user on the forums (link included) When using the "Convert to Class Blueprint" feature in the level editor to create a blueprint from the selected actors, the created blu ...
Bundle Display Names support UTF-8 characters. However, the iOS tool chain is not handling these correctly. Error when you try to package a project with & in the display bundle name, whether it's b ...
Smoothing user's landscape breaks collision, causing player to fall through the ground at points that have been smoothed. Resampling landscape fixes the error until smooth tool is used again. Regr ...
Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
We auto-create a PixelStreamingInputComponent which handles the input coming from JavaScript's emitUIInteraction. This works in a UE4 app with a single level, but it seems that if you change levels ...