In UE versions 5.4 and onwards (as of CL 42589677 in Main), when an Instanced UObject property is defined in an Actor Blueprint, modifying the default value in the Blueprint does not propagate the c ...
If a code project is created in an Engine built from source code, and then it is switched to use a binary Engine installed by the Launcher, building the project in Visual Studio will result in numer ...
Planar Reflections only work with a single surface or limited surfaces when it's a single mesh vs multiple meshes making up the piece. Attached is a sample project that will show the issue. Level ...
This is a common crash affecting users in 4.16. Unfortunately they have not provided any additional details. Source Context 3684 // Remove null layer infos 3685 EditorLayerSettings ...
This is a common crash affecting users in 4.16, and has occurred since at least 4.12 for more than 200 unique users. The callstack has similarities to [Link Removed], and as-such may be out of our ...
This is a longstanding crash that has occurred since at least 4.13. User DescriptionsI cant package. Every time I try, I get a crash and an "Unknown Error"failed to switch between game modes and af ...
A Japanese developer's making a scene that has over 4000 static point lights. They thought the lights don't affect rendering in runtime. But they realized the RenderThread's costs become bigger. I ...
When changing the static meshes of a Foliage instance by swapping the mesh or changing the scale (build settings) of the mesh, the bounds for the mesh do not appear to update to use the new bounds. ...
When trying to build the entire engine solution or UnrealCEFSubProcess directly, Visual Studio 2013 is required to be installed for UnrealCEFSubProcess to complete successfully. There is also an err ...
Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...