Actors that are spawned from blueprints will no longer have their instigator automatically set to the instigator that spawned them. This is a regression in 5.5, because in 5.4 and earlier a null Ins ...
The user has come across various issues with using nested blueprint structs within a data table. The first issue relates to changing a variable in a child struct and setting it back then saving, cau ...
We've worked out at least a possible way this can occur from using uninitialized AnimatedNormals values when changing LODs. Ensuring all AnimatedNormals are initialized appears to fix the problem. ...
Reported by user in SF case 12262550, vegetation is missing in their file when provided SKP is reimported as Keep Hierarchy or Collapse All, does not occur with Collapse by Material.Testing a simple S ...
In order to fix a major issue involving dissapearing actors during cook, we added instancing context duplication in 31925640. This actually undoes the optimization made from 26543720 Both reported ...
When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
When references to Gameplay Tags are loaded, it checks to see if they are already registered. If they are not already registered, it will notice it is invalid and may print a warning depending on th ...
Reported to support in SF [Link Removed] and reported on reddit at [Link Removed]. For Twinmotion 2024.1 on Mac, some users are reporting that Twinmotion processes are still running after closing t ...