This buffer overrun is probably caused by the ExportParticleDataToBlueprint module does not respecting the GPUAllocation Fixed Size setting in the module. In fact, out-of-range export data is not c ...
See linked UDN for more info. There appears to be an issue with mismatching parents when copying causing this to fail. ...
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 ...
Closing an AdvancedPreviewScene results in a call to UAssetViewerSettings::Save to save the preview scene settings, regardless of whether or not anything has been modified. This in turn calls Update ...
It seems as though TextRenderComponents are not intended to exist on dedicated servers. In BaseEngine.ini, they are explicitly excluded: "+ClassesExcludedOnDedicatedServer=TextRenderComponent" This ...
When using the Python plugin to add an existing level as a streaming level, the editor crashes. It seems that this happens regardless of what level is added or what the contents of that level are. A ...
Disabling BP node will function properly in event and macro, but it does not work in function. ...
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 ...
After finishing cloth painting, the ability to toggle Realtime Rendering in the viewport is greyed out. Additionally, the Disable Realtime Override button doesn't seem to have any effect. This probl ...