Certain characters within blueprint variables names will cause data loss when duplicating an actor instance. For example if a variable name contains '(', '{', or '[' it doesn't retain the variable's ...
The new config object is created with the same serialization name as the legacy one "ClothConfigNV", causing the legacy data to be reset prior to migration. Replacing In UClothingAssetCommon::AddCl ...
Duplicating an event trigger or repeater section will break the binding when restarting the editor. ...
If the client received AttachSocketName before AttachParent, USceneComponent::AttachToComponent will be called while AttachParent may be null, resulting in the received socket name being lost. When ...
Download and launch attached projectPIEPress the "E" key to play the sequenceWait until sequence finishes RESULT Ensure in FAnimInstanceProxy::GetSkeleton as a result of restore state calling Unbind ...
This leak occurs in Test builds, but not in Development builds. Updating InstancedStaticMesh with UpdateInstancedTransform every frame causes a memory leak. This screenshot was taken using Mempr ...
Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...
Adding keys when quaternion interpolation is enabled can lead to unexpected results. ...