A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ do ...
Typo in UEDeployIOS.cs assigns the iPad launch images incorrectly ...
If you import a static mesh with no setup lightmap and uncheck the option for Generate lightmap UV so that only the UV Channel 0 is present. When you use the Merge Actor tool with a single one of th ...
A user is reporting that enabling the override for the IPD with GearVR doesn't work. They would like to be able to change this value at runtime. Setting the "bOverrideIP=True" and "IPD=" values in ...
Spawnable Actor Component parameters are not saved without being keyed ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Assertion failed: IsValid() [Link Removed] [Line: 780] Source Context: 1873 ...
Sequencer Actor Transforms are not offset when the level is moved in World Composition ...
Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...
The row selection doesn't update on the first click if the previously selected row had been modified. This is likely because we cache the selected row before updating the data table to reflect the n ...
When the Launch URL blueprint node is used to open a link on an iOS device, any question marks in the URL are converted to %3F instead and invalidate the link. This is different from the behavior on ...