Assets added to a PSD via a Branch In notify can't have their flags changed within the database. When the flags (like mirror, disable, etc) are changed, they revert back to the original value when ...
In UE4, "Private" for Blueprint variables was misnamed: its behavior actually meant "Protected". In other words, it can't be read or written to by external objects, but it can be by derived types. A ...
Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...
When creating Physics Assets, either by automatic creation upon import, creation from skeletal meshes already in the project, or when we press Generate All Bodies (bottom right of a opened Physics A ...
Support for editor-exposed uproperties of type TOptional<T> has been added by CL 28199740 on september 2023. However, since then until today in UE 5.5, a crash can happen when exposing TOptional<FNa ...
The orientation warping node breaks incoming poses where bones are already in component space. This is because, in EvaluateSkeletalControl_AnyThread, we are repeatedly setting bone transforms direc ...
Crash after adding an AI Perception component to a parent and child character. First they both must have had AI Perception components > Compiled and saved > Then both AI Perception components delete ...
This is a trending crash coming out of the 4.18 release, and may be a regression. Users have not provided any descriptions of their actions when the crash occurred. Source Context 2290 #end ...
The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...