The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
This is a common crash that has occurred since at least 4.16. The callstack is nearly identical to [Link Removed], which appears to be fixed in 4.18; and [Link Removed], which has not. The differen ...
This is a common crash that has occurred since at least 4.14. The callstack is nearly identical to [Link Removed], which appears to be fixed in 4.18; and [Link Removed], which has not. The differen ...
In the UE5 case, we end up seeing very harsh lines in both the gradient and the distance to nearest surface examples whereas the results in 4.27 appear smooth. It was also interesting to observe c ...
Top 10 ensure in 4.15. There was a fix submitted for [Link Removed] which was verified as following those steps to reproduce no longer causes this. ...
As soon as the widget was visible on the node/display at least once all nodes/displays receive the button press and correctly increase the counter. Therefore it seems like the widgets are only initi ...
UDN Issue: [Link Removed] ...
This ensure has occurred with some frequency in the 4.14 and 4.15 releases, and has been reported in the linked UDN post. Though this Jira links to one specific CrashGroup in CrashReporter, there a ...
When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably. Added to .h: UPROPERTY() UBoxComponent* BoxComp; UPROPERTY() USkeletalMeshCompo ...
Sprite collisions do not accurately reflect the collision for the sprite. While the collisions are always the same between two of these, the collisions do not correspond to the shape of the collisio ...