GDelayTrimMemoryDuringMapLoadMode is a CVar that controls whether a garbage collection should take place during map change after unloading the previous map and before loading the new one. By default ...
This looks like it can be fixed with an early-out when the passed array of indices is empty. Log:[2024.01.03-16.38.36:091][291]LogOutputDevice: Warning: Script Stack (1 frames) : /Game/BP_Crashy.B ...
This appears to happen with both Virtual Shadow Maps and Cascaded Shadow Maps. ...
A recent modification to the CB behavior made it so that only the main asset of a package is visible in the CB. It was unknown, but the merge actor tool "Merge" option has been creating a single pa ...
This appears to be some form of type confusion. In editor, the type of the result pin is a Packed Level Actor Class Reference, but at runtime, the returned value is a BlueprintGeneratedClass. ...
From UDN: When using the Combined Translate and Rotate Mode we run into an issue where the rotation arrow moves twice as fast as the coordinate frame. The object itself rotates correctly, but if we ...
If a project from UE 4.27 or earlier has a blueprint with a reroute node dangling (no outgoing connection) from a Custom Event Node's delegate pin (red), this blueprint will crash when loaded in UE ...
For some ultrawide monitors, UE may not correctly fetch the native resolution. GetMonitorSizeFromEDID attempts to retrieve native resolution from the Detailed Timing Descriptor of the EDID, but thes ...