Trying to set the value of an element of a fixed-size TAssetPtr array in the Editor results in the Editor crashing. This did not occur in 4.13. The attached callstack is from debugging the project ...
This ensure happens only when the Start and End of the sequence is set in the "neigborhood" of the keyframe and only if the project framerate is to be Fixed on 60FPS. If you for example play the who ...
After upgrading from 4.6 to 4.7 preview 2 objects that are set to simulate physics will not show up if the user uses the mobile preview. ...
After updating a project from 4.7 to 4.8 the character will be loaded first when the project has been packaged out. ...
After moving a level into a folder and fixing the redirectors (right click in content browser) the project will package a Null reference without throwing an error. This will let you create a project ...
Renaming a custom event bound to an event dispatcher via a Create Event node requires two compilation passes to fix up the binding. upd. Regression was checked on //UE4/Release-4.26 CL 15973114, i ...
Character::OnJumped_Implementation() should be virtual or users' custom implementations will not be called. If they declare it with "override" their code will fail to compile. Already fixed in Main ...
SetPrimaryAssetRules sets the "is overridden" variables (e.g. bOverrideApplyRecursively) based on a comparison with the global default rules:static FPrimaryAssetRules DefaultRules; ... ExplicitRu ...
A User in unable to save there project because of they get warnings for all of the objects in their scene saying they are externally referenced. This happens after cloning a project and then convert ...
Hi there, It feels like a bug that the interchange generic pipeline is not using user-selected parent material for asset import, since it was working back in UE5.6 then we upgrade the engine to 5.7 ...