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 ...
Streaming out the navmesh and streaming the area back into the world before the GC runs causes the navmesh streamed back into the world to only have navmesh tiles on a layer with tiles that would b ...
A licensee has reported that they are unable to use an emissive material utilizing the SkyAtmosphereLightIlluminance material expression together with Nanite and Lumen. The linked UDN has some more ...
When converting files from previous versions of Twinmotion to Twinmotion 2025.1, re-importing any existing imported geometry will cause the geometry to be re-imported with two-sided geometry disable ...
This issue is caused by the backout in 38341618. The original code that went into 5.0 affects serialization by changing the UCS modified properties. When upgrading, the override is lost because th ...
Children of retainer widgets have improper clipping, causing any widgets set to "Clip to Bounds" to clip incorrectly. This may also affect hit testing in cases where multiple retainer widgets are ne ...
If placing an actor with SmartObjectZoneAnnotationComponent added to blueprint actor in a level, it will crash when the level open. As a workaround, adding SmartObjectZoneAnnotationComponent to the ...