While working with DirectX 12 in the project settings, the editor crashes by check() code when attempting to create a static texture from a non-HDR Cube Render Target asset. This crash doesn't occur ...
UnrealHeaderTool and the Blueprint compiler generate inconsistent metadata for object reference variables whose underlying class type includes 'DefaultToInstanced' metadata. UnrealHeaderTool-genera ...
When using Push Replication with blueprints, UK2Node_VariableSetRef nodes do not mark a property as dirty and so the variable is not replicated. ...
Primitives with the "Lightmap Type" set to "Force Volumetric" are not shadowed correctly. Issue dates back to at least 4.27.2. As a workaround, making FLightCacheInterface::GetStaticInteraction al ...
Add this code to a function you call from a blue utility widget or any other way to start the import with this code.TArray<UAssetImportTask*> ImportTasks; for (int32 i = 0; i < cFC.Files.Num(); i++) ...
When you delete and replace an asset with the same name, P4 will pick up the delete but not the add. It was mentioned that there is a P4 command (something like "reopen as add") that should be used ...
Reported from Prismatic: It appears that the Add Mapping Context function currently prioritizes low numbers over high numbers, which seems inconsistent with the function description and some parts ...
The channel output for 5.1 Waveplayer on MetaSounds is different when Platform Default (Vorbis) codec is chosen on Windows Platform Default - L, C, R, LS, RS, LFEBink, PCM, ADPCM - L, R, C, LFE, LS ...