When a blueprint actor with a child actor component is placed in a level, and the child actor component is set as editor-only, the output log will show a validation error when the actor is moved and ...
If exiting the editor before the EditorUtilityTask completes, it crashes. It will not crash if canceling the UtilityTask and then exit the editor. The following implementation does not allow destruc ...
Modify gets called from AWaterBody constructor: WaterSplineMetadata->Reset(3); WaterSplineMetadata->AddPoint(0.0f); WaterSplineMetadata->AddPoint(1.0f); WaterSplineMetadata->AddPoint ...
Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...
If a user set the transform of a Body from the game thread and physics is running multiple async ticks perf game tick, the transforms might be being calculated incorrectly. ...
UCharacterMovementComponent::ReplicateMoveToServer checks IsReplicatingMovement before sending moves to the server, but the server does not check IsReplicatingMovement when processing these received ...
Licensee reports a difference in behaviour in instanced blueprints containing SplineComponents from 5.3 to 5.4, with respect to whether a placed blueprint containing spline component instance can be ...
When negative scaling is applied to an instance of an ISM, the instance transform is updated to apply a rotation instead. The same thing should happen when packing actors into ISMs for Packed-Level ...
UDN: https://udn.unrealengine.com/s/case/500QP000009NxNBYA0/deleteallmaterialexpressionsinfunction-doesnt-delete-all-expressions-in-one-go?fromCase=1 A UDN user is reporting that the delete_all_mat ...
The TextExportTransient can be specified as a property flag and object flag. Behavior is inconsistent: there are many ways in which an object marked TextExportTransient can still be part of the text ...