If a project from UE 4.27 or earlier has a blueprint with a reroute node dangling (no outgoing connection) from a Custom Event Node's delegate pin (red), this blueprint will crash when loaded in UE ...
User reported that upon removing a pin from a Sequence node the editor crashed. This only happened once, so may be a multithreading race condition or there may be additional unknown factors. The cra ...
For some ultrawide monitors, UE may not correctly fetch the native resolution. GetMonitorSizeFromEDID attempts to retrieve native resolution from the Detailed Timing Descriptor of the EDID, but thes ...
If you add/enable nDisplay as a plugin it should default to ON in the Project Plugins Settings, while Cluster Replication should remain off by default. ...
A user has reported a failing ensure in FMRSWRecursiveAccessDetector::AcquireWriteAccess(), a race condition that has a small chance of happening when launching the editor. FLiveCodingModule::Start ...
Originates from UDN [Link Removed] ...
ResavePackagesCommandlet -fixupredirects fails to fixup pointers from external actors that are pointing to objectredirectors. It fails to fixup those pointers because we specifically skip loading of ...
When we use SwapRootBone_Actor, we expect to move in the X-axis direction, which is the forward direction of the Actor. However, it does not take into account the RelativeRotation of the Skeltalmesh ...
In some conditions, additive animation shows different/wrong behavior on Standalone Game and packaged game, from the other PIE. Watch the attached video. [Link Removed] The key points to reproduce ...