It appears that for spawnable bindings, when adding a child binding through a copy/paste it is not added to the child bindings array on the spawnable, so when GetChildPossessables is called, there a ...
upd. Regression was checked on //UE4/Release-4.26 CL 15973114, issue wasn't reproduced. Regression - YES Shader compilation failure crash with DX12, Tesselation, Instanced Stereo, and Hierarchical ...
This is likely "by design", but the licensee is requesting a warning in base materials for disconnected logic that does not work, which they are reporting as a nuisance during development. Instance ...
Similar issues have already been reported here for iOS [https://udn.unrealengine.com/s/question/0D52L00004vJelTSAS/crash-ios-in-flandscaperendersystemcomputesectionperviewparameters] and here [https ...
This is because FFbxExporter::ExportStaticMeshToFbx() does not correctly determine the OverrideMaterials. Therefore, the following code will not pass.else { Material = StaticMesh->GetMaterial(P ...
The WorkspaceSettings.xcsettings file is generated with the following entry <key>BuildSystemType</key> <string>Original</string> This causes the warning in [Link Removed] which has was closed ...
Mentioned in this UDN is the possibility that duplication of some actor fails because their BP as been deleted. ...
When a montage finishes and TriggerMontageEndedEvent is called, all queued notifies for that montage are cleared. However, this assumes that there is only one instance of the montage active at any ...
URichTextBlock::UpdateStyleData() does not check whether DecoratorClasses already had any specificed DecoratorClass. So every time you turn UMG on and off from the Viewport, Decorator Classes will i ...