Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...
When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...
The licensee was not able to make static meshes with the correctly disabled sections from a skeletal mesh in the current implementation of the "Make Static Mesh" button in the editor. They have prov ...
Nanite mesh is not culled because "DrawInGame" value in the primitive uniform buffer is always 1. Can be fixed with below modification:// in FPrimitiveSceneProxy::FPrimitiveSceneProxy DrawInGa ...
Instanced static mesh component does not add instances transforms to PerInstancePrevTransform array when using UInstancedStaticMeshComponent::AddInstances. Additionally Updating the transforms of th ...
Since UE 5.7, Material Functions are included in the Layer Asset list of the Material Layers of an instanced material using material layers. It is also possible to drag and drop Material Functions ...
When a widget component is clicked and dragged upon rapidly and that widget creates a copy of it's self and destroys the previous version it can cause a crash. ...
Crash when clicking on a "Two Bone IK" node in an Animation Blueprint Crash Reporter currently down, see callstack section. Log and dmp are attached ...
Opening any files in folders (attached) cause editor to crash. Crash Reporter: [Link Removed] Frequency: 10/10 In user's project (available if needed), opening the project immediately crashes ...
The engine will crash if you upload a project icon that's way too large for the 192x192 area. It'll also crash when you open that project back up and try to access the project settings ...