The bug is data layer runtime states can get out of sync between a client and a host depending on the initial runtime state of a data layer and the size of the replicated data layer names array. Se ...
This issue is caused by the "File > Favorite Levels" menu only showing up if there are 1 or more recent levels. Once that list is cleared, the "Favorite Levels" menu is never added to the "File" men ...
Triggering an actor component recompilation resets all the variables to the default state on spawned actors in the level. Users can unintentionally lose property settings on placed actors in a worl ...
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. ...
The user has come across various issues with using nested blueprint structs within a data table. The first issue relates to changing a variable in a child struct and setting it back then saving, cau ...
We've worked out at least a possible way this can occur from using uninitialized AnimatedNormals values when changing LODs. Ensuring all AnimatedNormals are initialized appears to fix the problem. ...
When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...
The loading of the cloth visualization materials disturbs async loads shortly after starting PIE which causes an async flush and several seconds stall. The solution would be to move these to a sing ...
This issue is relatively easy to reproduce, e.g., in the timing of switching between the two types of property operations within the same track. It seems to be easy to reproduce the above problem in ...
When reloading the editor and a level where a sequence has a dynamic binding with a soft object ptr parameter to an actor in the same level, the director blueprint will recompile on load of the leve ...