DESCRIPTION: The materials are cleared from a destructible that is created in PhysX Labs when a chunk in any of the depths is selected and if any of the chunk parameters are set to true. ATTACHED: ...
Using the EditAnywhere specifier for a UPROPERTY results in some options not being visible in the editor that are visible when using VisibleAnywhere. ...
After creating a blueprint with a box trigger and a cube component, attempting to use an AttachTo (Box) node and then attaching the cube to the In Parent socket compiles without issue. However, if y ...
If the Open Level node is called on a persistent level Whttp://crashreporter/Crashes/Show/1838504 then the editor will freeze is the call is made through code or crash if done through blueprints. C ...
When a certain kind of mesh is loaded/unloaded at runtime from transitioning levels, the amount of unfreed memory of the game will steadily increase. There is some natural fluctuation of memory but ...
4.17: The preview mesh disappears entirely when the name of the preview asset is changed When a preview asset is applied to a socket, and the socket is renamed, the preview asset becomes detached ...
(Enduring Games) Included Insights trace to show the memory spike in LLM followed by some pretty large time cost frames in the timeline. (Link to insights trace in comments section) ...
The user comment on the Salesforce issue " This is a regression from the behaviour in 5.3.X, and I've reproduced it in 5.4.0, 5.4.1, and 5.4.2. The specific issue/change that caused this regression ...
When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...