UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...
Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...
When using a mesh variation node within a macro instance script, the material slot name of the input mesh is not transferred. On the generated mesh output, the material slot name is "None" ...
ULocalPlayerSaveGame::AsyncSaveGameToSlotForLocalPlayer was designed to properly support multiple in flight requests at the same time, but the current code does not work correctly and this can cause ...
A typo in a conditional compilation macro in NaniteRasterizer.usf causes code controlling distant tessellation reduction to never be included in final shader code. This means that the low tessellati ...
An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...
It seems the FEditorShaderCodeArchive.LoadExistingShaderCodeLibrary missed some functions, use FEditorShaderCodeArchive.AddShaderCodeLibraryFromDirectory instead could fix the issue. ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
Crash when binding to new components that have spaces in their name and you attempt to access their bindings. ...
Reported in SF [Link Removed] The Rotator animator's visual helpers will be visible in locally exported Presentations when it should be hidden. This does not affect the Translator animator. ...