Comment from user in crash group:Created a new level, tried opening it, clicked yes to save existing persistent level and sub-levels, crashed. Generated from CrashReporter ...
The path to libMGD.so for packaging has the wrong path separators for OSX and Linux. ...
Open OutputLog, switch to python, enter these in: sequence = unreal.AssetToolsHelpers.get_asset_tools().create_asset('blah3', '/Game/', unreal.LevelSequence, unreal.LevelSequenceFactoryNew()) audi ...
When Forward Shading is enabled, if you create a material with their properties setup with the following: Material Domain: Deferred Decal - Blend Mode: Translucent - Decal Blend Mode: Emissive T ...
This behavior can pause well for the first time playback, but it will not work for the second time. Also, as you touch the seek bar you will be able to pause. ...
An assertion will occur when packaging if an Actor in level uses "Create Canvas 2D Render Target" Found in 4.20 CL# 4369336, 4.21 CL 4753647 Blocked for testing in main due to crash when placing ...
The position of game windows from Standalone Game mode are not saved properly when multiple windows are used. The placement of the windows upon the next launch ends up placing all of the windows on ...
"have had to modify UAnimNotifyState_TimedParticleEffect in order to subclass it. I added 'ENGINE_API' and removed 'MinimalAPI'. I also needed to move 'ValidateParameters' from 'private' to 'protect ...