If the subobject's RepKey is not updated after setting the actor to go dormant, then the subobject won't be replicated. This causes FObjectReplicator::ReadyForDormancy to return false for the subobj ...
In the case of "Reimport Base Mesh + LODs", there is no crash. ...
IsValidOnMaster/IsValidOnShot need to be BlueprintNativeEvents with a default C++ implementation and allow derived classes to override the function. This is needed so that you can create custom set ...
I have a fix ready for this in cl: 17967661 ...
Need to make sure we support nullptr entries or make sure we do not create such null entries. ...
FInterfaceProperty::SerializeItem (and ImportText) attempt to determine if the passed in object implements the interface in question. They do this by calling GetInterfaceAddress, which tries to get ...
The end of the level visibility section places a DeterminismFence. This causes the issue. The fence clips the frame range and produces a discontinuous frame ranges, e.g. 23201~24000, then 24001~24 ...
When adding support for cube texture ([Link Removed]) there was no check added for render targets, making them invalid for Set Texture Object, when they were previously supported. ...
In 4.27 the logic in SteamSocket.cpp which is part of the SteamSockets plugin was changed to use Poll Groups instead of a removed API function that checked all children of a listen socket. However, ...
From reporting UDN: "We had a weird issue with new components added in C++ not being instanced properly on non-direct Blueprint children. It seems to happen if loading of the parent BP is deferred ...