When the Cinematic Prestreaming plugin is used to generate and cache Virtual Texture Feedback requests, they work when played back in Unreal Editor. A Licensee has reported that they do not improve ...
A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
When using External Data Layers in conjunction with Game Feature Plugins and World Partition levels, removing a Game Feature Action or changing its type to "None" does not remove the associated Exte ...
There is a bug inside Unreal Editor when selecting "Browse to Asset" for a Packed Level Actor. Right clicking the Packed Level Actor, all the asset options appear. If you click the "Browse to Asse ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
[Image Removed] Jira Bot attaches conversation thread from Slack [Image Removed]Ryan Bickell – 2025-01-07 10:54:10 UTC Hello and happy new year! I'm messing with the Landscape component LODBias sett ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...
When snapping for frames is turned on, dragging an anim notify state does not result to being snapped on a frame. ...
Key repeats from the OS do not affect the EnhancedInput normally, but it causes inconsistent event triggers when FlushProcessedKeys is called with holding a keyboard key down. Removing references t ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...