Soft object references in proxy tables, when evaluated return a nullptr, instead of the soft object reference to load. ...
Context: The Niagara System is the primary tool to do visual effects inside Unreal. Niagara systems can be culled due to distance. Problem: Once a deactivated Niagara System is culled due to distan ...
Proposed workaround:add in FMobileSceneRenderer::RenderDeferredMultiPass (MobileShadingRenderer.cpp): #if WITH_DEBUG_VIEW_MODES if (ViewFamily.UseDebugViewPS()) { return; } #endif // WITH_DEBU ...
BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...
Importing a mesh that changes the hierarchy of a related skeleton causes the animation retarget settings on the skeleton to be lost. This is because in UInterchangeSkeletalMeshFactory::EndImportAss ...
Reported in SF [Link Removed] Lumen Panorama renders in 2025.2 may appear overexposed compared to the viewport, or when comparing the same render produced in 2025.1.1 This only appears to occur wi ...
Wrong density calculation in UBodySetup::CalculateMass. The licensee has provided the following analysis and suggested fix: In UBodySetup::CalculateMass, the following code is present: // physical ...
When an Actor's CustomTimeDilation is 0.0, functions FActorTickFunction::ExecuteTick() and FActorComponentTickFunction::ExecuteTickHelper() will call AActor::TickActor() and UActorComponent::TickCom ...
The editor-only function in the native parent class is not compiled in the game module, which is why we're getting this error. The Blueprint compiler should follow suit during cooking and not genera ...