Essentially, this memory leak should be counted in the UI section, but it is counted in the SceneRender section. This seems to be due to the behavior of MemStackAllocator and FixedSizeAllocator. Th ...
A crash will result if a Blueprint class that's based on a native C++ class containing two or more nested, explicitly-instanced subobjects referenced by a fixed-size object array property are serial ...
From the UDN post: When the new entry is added, the entire tree gets wiped out as a result of the CDO swap, and when these update methods run it leaves the tree in a default expansion state. (Effect ...
I have attached a reproduction project with the above settings.[Link Removed] It crashes when packaged, launched and moved in-game. This issue seems to occur when there is an object in the Unbuilt ...
Apple forces developers to code sign an app using the latest code signature format and IPP needs to support it. a related link: [Link Removed] ...
The delegates for actor should show up in the Detail tab like components. There should be an "Event" group and list all available delegates, and designers can click on the "+" sign to add event on t ...
TimeSynth Counts Beats: 1,2,3,0 Link to project files: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/asset-sharing/1724414 ...
UDebugSkelMeshComponent and PreviewInstance are lost current animation asset. There are 2 ways to fix below void UDebugSkelMeshComponent::InitAnim(bool bForceReinit) { // If we already have Pre ...
Licensee reports via UDN that automated import via Python of SpeedTree assets does not work The issue is that USpeedTreeImportFactory::FactoryCreateBinary() tries to generate a UI dialog, which is ...
The screenshots below display 1920x1080pixel widget button. First one with Default DPIScaleCurve shows extra borders on the right and bottom. Next one with more precision shows no extra boundary. [ ...