Internal Compile error received from rearranging Format Text nodes Output Log of Error: LogBlueprint:Error: [compiler] Error Internal compiler error inside CreateExecutionSchedule (site 2); please ...
Trying to open a project that uses the Script Plugin in a binary version of the Engine that has been created from an Engine built from source code will fail. The Engine is looking for the file Unrea ...
Attempting to create a local binary build of the Engine for the iOS platform using BuildGraph is currently failing. While trying to build UHT for Mac using a remote build, the build fails because it ...
[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...
When the RHI thread is enabled (with or without parallel-execution) for Metal it isn't currently possible to run "profilegpu" because the GPU timestamp emulation code isn't multi-thread safe and pro ...
The USplineComponent appears to be corrupted. It will pass the null check, but operations done on the data cause the engine to crash. (See the linked UDN for more details) ...
Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
There is a scenario where delta struct serialized fast arrays can replicate changes that introduce additional elements to the array, but without changelists containing the new data. This needs furt ...
If used inside a UMG Blueprint, a struct that has only one element will remove the element from the struct after compiling the blueprint. If the element is edited or a second element is added then ...
UDN user reported frequent crashes in FStaticMesh::~FStaticMesh() on DrawListLinks[i]->Remove(false); Crash went away after adding critical sections to FStaticMesh::LinkDrawList(), FStaticMesh::Unl ...