Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...
The result of the duplication operation is that the Actors in the new group are part of the DataLayer but the new GroupActor is not. ...
The problem is that the Cube is still loaded but "HiddenEd". It's AActor::bHiddenEdLayer property is set to true by the WorldPartition System. The Actor is dirty which makes the WP system pin it (wo ...
On file [Engine\Source\Runtime\AIModule\Private\EnvironmentQuery\EnvQueryManager.cpp:812], function UEnvQueryManager::CreateQueryInstance() uses StaticDuplicateObject() to create a new UEnvQuery* (d ...
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If DynamicDebugging is enabled, the output extension in the LiveCoding manifest is ".alt.dll", but the actual built DLL does not include ".alt" in its name. This mismatch causes an error. ...
The WeightBuffer passed to the shader does not reflect the SkinWeightProfile. The work around is : void FOptimusSkinWeightsAsVertexMaskDataProviderProxy::GatherDispatchData(FDispatchData const& In ...
There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...
Reparenting a MaterialInstance that uses Material Layers to another instance with a different layer configuration can cause the editor to crash when opening the Layer Parameters tab. This appears to ...
If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible. The behavior only shows after d ...