During async loading from an AsyncLoading thread, DecalComponent attempts to precache PSOs which can trigger a checkf in StrongObjectPtr.h which are only allowed to be created on a game thread. ...
When ray-traced shadows are enabled, the shadow for a completely translucent mesh appears when the LOD changes based on distance. ...
Changing the "Editor Preferences > Content Editors > Graph Editors > Tracing > Default Data Wire Thickness" value in the "Editor Preferences" only affects single value data wires. Containers (Array, ...
Users have come across an issue in 5.4 that causes an assert when many foliage or HISM objects are placed in a level due to a cell size limit. ...
The logic for data validation on UGameplayEffectComponent expects it to be owned by a UGameplayEffect. Any Blueprint derived from UGameplayEffectUIData (child of UGameplayEffectComponent) fails this ...
When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
After compiling the Animation Blueprint (ABP) during Play In Editor (PIE), the callback registered with UAnimInstance::AddNativeStateEntryBinding() in NativeInitializeAnimation() stops functioning a ...
Level Instances are spawned in the origin (0,0,0) after making a packaged build in Linux ...
When a layered control rig track is added to the sequencer the character’s legs will collapse into the body of the character. Switching the layer to additive will do nothing. Trying to force the ani ...