The RF_WasLoaded flag is set to false for Blueprint instances in PIE if the Blueprint is edited and compiled. This is fixed by saving the level which is a simple workaround but this should be needed ...
BP instances placed in level cannot have their components' collision profiles modified to anything other than default and custom. Note that this did not occur in 4.22 (after applying the separate ...
The following code causes this behavior.// NiagaraSystem.cpp for (FNiagaraEmitterHandle& EmitterHandle : EmitterHandles) { EmitterHandle.ConditionalPostLoad(NiagaraVer); if (!EmitterHandl ...
There are a few issues a licensee has found with the skeletal mesh merge operation. See the UDN for more details and the proposed fixes. Note, the issue with the cloth merge is already logged in a ...
This is because the RebuildControlMappings function only checks this flag when you have a mapping that was already added, we should apply this for any new mappings as well. I'll update the repro s ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
When unloading a level containing a decal that is using a dynamic material instance the editor will crash. ...
Editor crashes when a widget's tick contains a breakpoint at a print string node. Based on 4.16 warning message, this appears to be caused by the text attempting to draw when no draw buffer is avai ...
Adding an instance static mesh component to a class causes the editor to crash when an instance is added to a blueprint of the class. Regression: Yes - this behavior does not occur on 4.16.3 (CL 35 ...
Editor Crashes when working in QAGame TM-Sequencer_EventTrack - TCString<TCharType>::Strlen(InName) This Assert happens randomly throughout the repro-steps. I am unsure what about the process cause ...