The explanation from the licensee seems pretty comprehensive. Text from the UDN: We've been trying to run fixupredirects via the resavepackages commandlet, but noticed that the OFPA assets were no ...
Originated from UDN post:https://udn.unrealengine.com/s/question/0D5QP000007QWuz0AG/additionalplugindirectories-outside-of-project-visual-studio-and-zenstore QUOTE: TLDR: Use of 'escape' paths in U ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
We've had two reports on UDN where FInterpCurve<T>::FindNearestOnSegment returns either "NaN for the final value in the DistancesSq array during the first Newton iteration step." The licensee on on ...
Engine built with Clang throws an exception when calling RtlVirtualUnwind with a different thread ID. Engines built with Microsoft compilers do not occur this problem. For example, if starting PI ...
When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...
The cause of this problem is the Engine has code paths which register a new allocated object to Map without deleting the previous object. In the repro project, whenever hitting Space Bar, the level ...
We had some code using the CA_VALID_POINTER and CA_CHECK_RETVAL annotations which had been working fine up until the 5.3 engine release. In 5.3, we started getting the following compile errors in a ...
We started running into issues with the console history not saving after upgrading to 5.2.1. The console history (as in the commands last input into the in-game console) is no longer being saved bet ...