Blueprints that contain an instanced private object that is nested under an instanced subobject and the defaults of that blueprint are set up using EditInLineNew, any instances of the blueprint will ...
No user comments in crash group 108 #endif 109 void* NewPtr = NULL; 110 #if PLATFORM_MAC 111 // macOS expects all allocations to be aligned to 16 bytes, but TBBs ...
No user comments in crash group ...
No user comments in crash group 450 NewHeight = FMath::Max( NewHeight, FMath::Min( OldHeight, MinRetainedHeight ) ); 451 } 452 453 if (IsMaximized()) 454 ...
There is an issue occurring where Objects with Translucent Blend Mode Material Aren't Affected by Refraction. This affects any translucent material regardless of the translucent materials settings. ...
The MRMeshComponent is a derived component class that should have a call to Super being made, yet there isn't one. ...
Whenever defer spawning is used from the GameplayStatics library it is supposed change it's transform properties based on what is passed in as a parameter. Despite this, it seems the newly created a ...
The user for this UDN encountered this simultaneous editing bug occurring only when duplicating array elements of a custom UObject class. ...
When a Blueprint is based off of a class that has its root component defined in C++, any components added to an individual instance of a blueprint reset their hierarchy so that they are always attac ...
There is an issue with ramp-like textures where multiple corners are covered when you apply the mesh with the alpha channel on, there is a strange border that appears around the whole plane mesh tha ...