A licensee has reported that the USkinnedMeshComponent::FindClosestBone function does not respect the bRequiresPhysicsAsset parameter, resulting in the bone returning bones that are not part of the ...
A licensee reported an issue where mouse events are not able to be used as touch events on Android apps. This was specifically reported on and tested on Chromebooks. After working with Chris Babcock ...
The DrawDebugString() function has to versions. One is the actual function to display a string of debug text in non-Shipping builds, and the other is an empty function that is used in Shipping build ...
The UDN has a possible fix for this issue in the Component Type Registry You can use the following as a test C++ class: #pragma once #include "CoreMinimal.h" #include "Components/ActorComp ...
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 ...
Calling UStaticMeshComponent::GetMaterial() during a Blueprint compile on load can cause the Material shader to fail to compile because GetMaterial will trigger a PostLoad call on that Material and ...
When both LightMixer and ViewChanges windows are open, pasting a folder into the Outliner crashes the editor. For more detailed steps, refer to the Steps To Reproduce section. This happens whenever ...
When placing a billboard in a level (via a blueprint) with an orthographic camera, the billboard will not be rendered unless a significant distance in front of camera, comparing 4.61 project with th ...
Simple HUD in Topdown template will have rendering errors if played in Immersive mode (F11). It will cause a white flickering line on the left and top of the window that will start to blur as the p ...
Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to loa ...