In UE 5.3, when the option "Always load last project on startup" is enabled and a new Editor launch attempts to automatically reopen the last closed project, the dialog "The following modules are mi ...
When implementing a sequencer system that uses FSoftObjectPath to reference an actor placed in a level (at runtime, the corresponding actor is obtained by calling FSoftObjectPath::ResolveObject), Re ...
The gameplay cue may work fine the first time. If this is the case, then relaunch the editor. It should then be broken, as the tag is no longer loaded after its creation. ...
This looks to be an issue with shadows in Lumen Direct Lighting, and might be coming from the "Batched lights" pass. ...
This isn't a hard crash, but a "verify(...)" from MaterialExpressions.cpp, line 559. ...
The current implementation for inlining struct members is setup in a way where we start with the outermost struct and only recurse into any child structs if it contains the ShowOnlyInnerProperties m ...
This seems to be related to the fix for [Link Removed]. Part of that fix made sure that the child actor component recreates the child actor when GIsReconstructingBlueprintInstances is true, as previ ...
When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...