For TMap variables of type struct created in blueprint, if change the default value in child blueprint and compile, it will restore to the default value of the parent actor. This problem does not o ...
Looks like we are missing code in the Evaluate methods similar to what we are doing in DecompressPose to account for compatible skeletons. The easiest way to repro is in a standalone game because ...
PCG causes crash when UGrassInstancedStaticMeshComponent is set as a mesh entry for the static mesh spawner node. ...
When static lighting is baked using CPU lightmass for a nanite-enabled landscape it causes an editor crash with this assert: ...\Lightmass.cpp] [Line: 546] Attempting to add the same material twice ...
With net debug drawing enabled, an extra debug box is drawn around some actors to indicate if the actor is always relevant or if it is distance culled. However, the strange size of this box makes ne ...
When importing an FBX into a project if the "Import" option is chosen rather than "Import All" then importing the same FBX a second time will cause the editor to crash. ...
If Starter Content is added to a newly created project and then the Starter Content is deleted, upon re-opening the editor the Starter Content files will return to the Content Browser. Workaround: ...
Closing and re-opening the editor changes the input element on add array nodes to a pass by reference. Update: This also occurs on Set Array Elem node Item output. ...
Expand Node on a Function node deletes the Function node. If the Function node is part of a group of nodes collapsed into a function, expanding that new function node will return all nodes except th ...
When changing the Texture Quality settings through the Engine Scalability settings within the main viewport, the topography/height map of the landscape changes. The user mentions he originally impo ...