Compile errors will occur during packaging with Blueprint nativization enabled if e.g. "Get" nodes are placed in a Blueprint on FFloatRange struct types (or any other explicit TRange derivative) and ...
Using the remote build process (making an iOS build from Windows with a remote Mac) no longer functions properly on iOS 14.5 devices. It's possible to create an ipa, but it's not actually possible ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
An array of a structure that has been modified without the array's blueprint being complied results in the values of the array element being reset. Compiling each blueprint that has the array of str ...
The archetype instance for the ProceduralMeshComponent's physics data object is not flagged as such, so the event-driven loader does not designate it as a preload dependency, which may be putting us ...
Shader complexity reported (on AH) broken on Linux since 4.25. No local repro attempted. https://answers.unrealengine.com/questions/1019826/shader-complevity-view-mode-is-completely-broken-s.html ...
I tested this with 3 Nvidia Drivers to see if I could find a driver that works properly. I tested the following Game Ready drivers Version 457.30, 461.40 and the latest, 461.72. The flicker occurred ...
The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...
DsymUtil is failing to produce .dSYM files, and it seems that this issue is related to when the .dSYM file's final size is greater than 5GB. It is failing with the following message. UATHelper: P ...
Changes on the Blueprint Editor are immediately propagated to the child blueprints. ...