Asynchronously loading a level that has one or more Actors using the "Async Load Primary Asset" node will enable dirty grug for that level asset. The cause is a modified code(CL-3764602) for the [L ...
From Customer: UE 5.3 update broke Unreal Insights adding GPU timers into graph tracks. Debugging the code and cross checking with github/p4v I guess it broke in this revision: Timer graphs no ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...
Changing Color Grading settings of a post process volume and using "Enter" to commit changes prevents the editor from entering PIE / Simulate mode with the error message "Can't Play In Editor / Simu ...
In 4.17, attempting to open a project that contains a plugin with a missing .dll file results in a dialog box appearing that says that the plugin is not compatible with the current Engine version, a ...
The SoundWave in the Content folder of the attached Project has been exported from Nuendo @ 120BPM 4/4, with a duration of exactly 1 Bar. The BP_Audio Actor uses the TimeSynthComponent to provide sa ...
Many useful blueprint utility nodes are buried in the Utility category and are not very discoverable by users. This leads to them choosing other nodes that are much less convenient and efficient. Th ...
Hi Sevan, I think we are having a bug: When using our calibration format “vwf” the image is slightly misaligned. Same calibration exported MPCDIv2 works good in UE. So it seems to be some issue ...
This is a trending crash coming out of the 4.17 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 257 FText::FText( FString&& InSo ...
This is a common crash affecting users since at least the 4.14 release. It was previously associated with [Link Removed], however that has been marked as fixed. Source Context 221 void Veri ...