The "OtherActor" pointer in an FComponentReference is invalidated when the referenced actor is reinstanced after compilation. ...
This is the same behavior for HLOD generation of World Partition. Replace is useful when there is a material that changes parameters with information such as camera. ...
Current LinkerInstancingContext are copying instead of being shared internally during loading which can induce a lot of memory usage when used with World Partition which can contains a lot of mappin ...
While attempting to connect and travel to a new server, the client's NetDriver will be shutdown, and a new pending net driver created (in UEngine::Browse). When the original NetDriver is destroyed, ...
The project was built in Unreal 4.27.2 binary from the Epic Games Launcher. At this stage we have only observed the crash on devices with a hardware combination of Apple A9 1.8 GHz and 2GB of Memory ...
Licensee reports change of behaviour between UE4 and UE5 when reimporting a mesh after changing its lightmap build settings. Change of behaviour occurred in 17404767, which was to fix a similar pro ...
From UDN We use SetAllBodiesBelowPhysicsDisabled() to disable some bodies of our Vehicle. However by drawing the disabled bodies' particles position, we found those particles stay where they disab ...