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 ...
slack discussion: [Link Removed] ...
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 ...
Overlay Materials are disabled when the Collision showflag is enabled. ...
When cooking a project that has a PCG graph with a subgraph containing a GPU node (Point Processor in the example provided), the cook fails with an illegal reference. However, the same GPU node used ...
This issue occurs when “Auto Register with Budget Allocator” is enabled for the skeletal mesh. Unchecking “Auto Register with Budget Allocator” seems to resolve the issue. Adding the following to th ...
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. ...