An access violation occurs in FNiagaraSkeletalMeshRegionBoneFilterDetails::HandleBoneNameComboBoxSelectionChanged() due to StringItem is nullptr. SkeletalMeshRegionCustomization.cpp void FNiagaraS ...
It seems that the FConsoleVariableDelegate used with CVars in AnimationBudgetAllocatorCVars.cpp does not get called when values get set initially from ini (e.g. DefaultEngine.ini) so dependent value ...
The perforce login flow for UGS does not properly handle a perforce server using 2FA login flow ...
The Soft Object Path loading code has special case logic for loading from Play In Editor, which tries to remap paths from the editor version of a map to instead point to an actor in a specific clien ...
From UDN: thanks for your reply. I have attached a very basic scene with a MRQ settings preset. The only thing I have changed in the scene is that I've set the Camera Exposure to manual, as it do ...
The deploy device selected in project launcher custom profile does not get saved. After restarting the editor, all selections are cleared, and have to be re-selected in the deploy device every time. ...
The melee gameplay ability GA_Melee uses a NetMulticast RPC which isn't allowed and causes a blueprint validation error: GA_Melee.uasset: Gameplay Abilities are not replicated to Simulated Proxies ...
The user comment on the Salesforce issue " This is a regression from the behaviour in 5.3.X, and I've reproduced it in 5.4.0, 5.4.1, and 5.4.2. The specific issue/change that caused this regression ...
UDN: [Link Removed] ...
It seems that a simple change from TCHAR_TO_ANSI to TCHAR_TO_UTF8 in UE::FUsdStage OpenStageImpl() fixes the issue. ...