A licensee reported that packaging the build with same content (it is unclear if they were rebuilding the DDC between the runs, but it shouldn't matter) produces a different placement of code chunks ...
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Consider a C++ ActorComponent containing an instanced TObjectPtr property (which may be standalone or inside a container such as TMap). Now consider a Blueprint Actor containing such a component, an ...
Licensee found that when creating a UObject class with DefaultToInstanced and EditInLineNew specified, and then a derived BP was created using the UObject class and used as a variable type in an act ...
This issue seems to occur due to the client keeping the NetGUID for the class/object, while the server will clean up this NetGUID during travel. When the client sends the class and its NetGUID as pa ...
When a blueprint's component hierarchy is changed by changing a child component's mobility value to Static while deleting its parent component which has Movable mobility, levels saved with an outdat ...
The user was having issues with setting the correct ENiagaraCoordinateSpace enum in their python script. This enum currently exists in the engine as both a user-defined enum (which is deprecated), a ...
WidgetComponent controls widgets through VirtualWindow, but VirtualWindow does not have HWND, so IME cannot be enabled. The following workaround enables IME activation. void FSlateEditableTextLay ...
This bug causes an editor crash. This crash occurs when changing the default values of a UStructs properties that are used as EditConditions, when they are set to InlineEditConditionToggle within a ...
To enable proper validation between virtual texturing and opacity masked materials, a user has to check a project-level setting in order to get the material to compile, otherwise, they will encounte ...