In the process of upgrading from 5.4 to 5.5. One of our systems relies on the internal track names in the sequence to dynamically find an actor to bind the track to. As I was testing the system in ...
The problem appears to occur when the distance from an edge is mixed with positive and negative values in VectorEPA function. The following workaround is suggested that uses absolute values of dista ...
Cloud Build: TWINMOTION CL app-2023.2.33001994-2024.1.37216540-2025.1.38508591-cloud-2024.12.02.095314 (DEV / STAG, CHROME) Issue: Exporting process stuck in "Estimated time" phase when uploading p ...
There is a potential bug in ULevel::FixupActorFolders() in the FixDuplicateFolders section: Suppose you have a folder hierarchy that looks like this:A B(1)B(2) C(1)B(3) C(2) where the letters ...
Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This appears to be a regression issue, as the localization w ...
The mesh changes and the asset name stays the same while the two FBX are completly different: different filename, different mesh names in the FBX CF video for repro steps. https://forums.unreale ...
The following worka round works :float SLevelViewportToolBar::GetTransformToolbarWidth() const { ... #if 0 // float ViewportToolBarWidth = static_cast<float>(GetCachedGeometry().GetLocalSize(). ...
Running the ResavePackages commandlet will consistently result in a crash. The callstack is here: Assertion failed: !IsRooted() [Link Removed] [Line: 265] UnrealEditor_Engine!UMaterialInterface::P ...
As the title describes, closing a Geometry's Collection Dataflow Editor window when the ChaosVehiclePlugin is enabled is crashing the Unreal Editor when it is running with the -stompmalloc flag. The ...
By creating a DebugComponent, the texts added to this component are not displayed in the viewport of the Blueprint editor. This is because the UCanvas reference that is being passed is that of the ...