User reported an issue of a mesh not being visible when a project has multi-level blueprint inheritance. After reproing, I believe the root cause is DefaultSceneRoot of the grandchild BP class not c ...
LandscapeExportWeightmapToRenderTarget is not implemented:bool ALandscapeProxy::LandscapeExportWeightmapToRenderTarget(UTextureRenderTarget2D* InRenderTarget, FName InLayerName) { returnfalse; } ...
Result: In UMG_TileViewItem, EventOnListItemObjectSet function Trigger once Expected Results: EventOnListItemObjectSet function Trigger twice ...
Here are gif screenshots of the different results in UE and Unity of the same operations. [Image Removed] [Image Removed] ...
When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...
It's hard to say if this actually a UX issue specifically tied to component editing, or a broader issue with UX. Either way, we should triage the problem and work from there. ...
Description from licensee: We're seeing an ensure get tripped up in FDebugRenderSceneProxy that says "DrawDelegate is already Registered!". Debugging the issue, we have confirmed that the DrawDeleg ...
With the way PLATFORM_XSX, PLATFORM_PS5 etc. are defined, it seems intellisense doesn't know about them, because the .vcxproj only references the Win64 version of Definitions.h, and they are defined ...
UDN reporting this: [Link Removed] ...
Material Layers do not properly display parameter custom names in the same way that regular materials do. [Link Removed] ...