A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in [Link Remo ...
SmartObjectPersistentCollection in 5.6 and later now give errors when the map validator runs due to referencing spatially loaded actors. This was working per licensee in 5.5. There was a change from ...
UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...
During seamless travel, when a client loads into the destination level it will call APlayerController::ServerNotifyLoadedWorld, including when it finishes the travel before the server. When the serv ...
Large World Coordinates tile-offset position data can result in artifacts far from the world origin, when using it as input for mathematical distance field generation. This can be mitigated by demot ...
Ensure: Error LogOutputDevice Ensure condition failed: SequencerRefCount == 1 [Link Removed] [Line: 967] 1. Error LogOutputDevice Multiple persistent shared references detected f ...
Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...
Unreal currently locks any assets that are loaded. Actions such as "revert" from within the editor handle this properly by unloading the asset but unshelving from within the editor does not respect ...