Creating a MID makes the render state dirty and the engine will recreate a new scene proxy without the current attitude. This results in rendering the object in incorrect location. Here is a tempor ...
When using the "Reload" asset action on a String Table asset, any Text variables that reference the string table would break and say "<MISSING STRING TABLE ENTRY>". ...
From licensee: The project contains a small flat terrain with a basic material attached to it - just a single texture sampler connected to the base color output. Also in the project is a skeletal m ...
Consider a C++ ActorComponent containing an instanced TObjectPtr property (which may be standalone or inside a container such as TMap). Now consider a Blueprint Actor containing such a component, an ...
The blend stack node doesn't generate any values for its DeltaTimeRecord. This can be tested with the fix for [Link Removed] shelved at 32747789. Since there isn't a tick record directly associate ...
Licensee found that when creating a UObject class with DefaultToInstanced and EditInLineNew specified, and then a derived BP was created using the UObject class and used as a variable type in an act ...
The warning for editor-only actors is unnecessary in these modes where they don't exist. ...
It seems that switching the preview mesh in the control rig editor is affecting the initial transforms in the hiearchies of related control rigs in the level viewport. This seems to be due to the c ...
SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...