When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...
A Packaged build that has had an Editor Only Component added to one of its Blueprints logs a false positive warning in USimpleConstructionScript::FixupRootNodeParentReferences(): USimpleConstructio ...
A fatal error occurs if we change a Child Actor Class from one BP (ex. "BP_A") to a different BP ( ex. "BP_B") and later change it back to the first BP (ex. "BP_A") without compiling the BP between ...
Dragging a BP actor containing a child actor component of an actor class with a static mesh as its root component into the scene viewport will cause artifacts and hit SceneData.AttachmentCounter.Get ...
When an instanced static mesh component with a material using a PerInstanceCustomData node has its data floats pasted in, the editor crashes with an "Array index out of bounds" error. The licensee w ...
To step through the issue, in the -DiffOnly cook add a breakpoint to UChildActorComponent::OnRegister and UChildActorComponent::OnUnregister. It should hit 4 times:Once when LoadPackage loads the ma ...
Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears that it's not allowed to schedule mo ...
Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...
If you have; BP_Foo, that has a ChildActorComponent of BP_Bar, and you set the Mobility of BP_Bar to Moveable, then place BP_Foo in a level and cook it. BP_Bar will end up at origin with a static at ...
The character movement component in void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...