ISequencer :: OnStopEvent is executed when pause, but not when playing to the last frame and stopping automatically. This is because OnStopDelegate.Broadcast(); is only in FSequencer::Pause(). When ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
When closing a PIE viewport, we write the size back to the New Viewport Resolution setting in case the window was resized during play. However, we do not account for the window border, and write bac ...
The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when ...
It works correctly in 5.0.3. ...
Projects with multi-process cooking enabled will not complete packaging. If MPCook is disabled, packaging can be completed. ...
For some reason, iOS apps no longer launch on device when using QuickLaunch within the Editor. Instead, it does install the app onto the device, but when it attempts to then launch the app, a messa ...
When using a Blend node inside a Post Process Animation Blueprint, the editor crashes while rendering thumbnails. The crash occurs because USkeletonThumbnailRenderer attempts to draw a thumbnail wit ...
On the nDisplay plugin code, CL 44773085 from August 12 introduced a new struct template TMarginSet and changed struct FDisplayClusterViewport_OverscanSettings to use it. However, the latter is defi ...