This appears to be an oversight with input parameters. UEdGraphSchema_K2::GetReplaceVariableMenu should also search the list of input parameters when finding matching replacements. ...
Looks like he data is being lost along the chain from our call to GetCustomUniformBufferResource and is erased in both FPrimitiveSceneProxy::UpdateUniformBuffer and in FPrimitiveSceneShaderData::Bui ...
A Packaged build that has had an Editor Only Component added to one of its Blueprints logs a false positive warning in USimpleConstructionScript::FixupRootNodeParentReferences(): USimpleConstructio ...
There is an issue with UPROPERTY enums where the tooltip does not update as expected. When the DetailViewWidget is refreshed, the tooltips appear correctly. For example, ToggleShowingOnlyAllowedPro ...
SAssetView::SetMajorityAssetType for most asset types randomly picks a visible asset to grab the metadata from, which is what derives the CB columns. This can become a problem if the random asset it ...
Editor Utility Widgets (EUW) can be used to script editor behavior. One use case is the automation of asset creation. A licensee has reported that when an EUW is used to create an asset, for as lon ...
When using SVN, when deleting an asset in Unreal Editor and replacing it with another asset, the checkout fails and the references connected to the previous asset are broken. ...
When an Niagara Parameter Collection (NPC) is selected as the parent Collection for an NPC Instance (NPCI), all of its current parameters are carried over to the NPCI with their current values as th ...
From licensee: "[...] it seems that regardless of our settings and how far away the control spline is from the landscape edge, one corner of the landscape will always be impacted by the falloff and ...
When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...