Undoing a child actor's component transform in its Blueprint editor isn't reflected in child actor instances in the level editor. Subsequent transforms are also not propagated after the undo breaks ...
During seamless travel, the engine renames kept actors into the transition/destination level. This process results in the actor's components being unregistered and re-registered. For the ability sys ...
See "Steps to Reproduce" ...
Further investigate and fix Editor Level Instance texture streaming data update which currently isn't being updated when moving a Level Instance in the editor. ...
The issue was reproduced when building a minimap for an open world level with no Actors with "Is Spatially Loaded" enabled. Placing additional Actors with "Is Spatially Loaded" enabled in the level ...
The rules by which chunks are created are ambiguous and currently do not ensure that both PakFileRules and PrimaryAssetLabel settings are reflected. In this sample, depending on the PrimaryAssetLabe ...
The thumbnails helpers will force material instances to be a plane, if their parent material is unedited. This can be worked around by editing the parent material, but editing the material instance ...
BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...