Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...
[2024.08.30-22.12.22:384][ 73]LogWindows: Error: appError called: Assertion failed: CurrentGPUVirtualAddress != 0 [Link Removed] [Line: 659] Disabling shader optimisation can crash the editor when ...
Overriding CreateSceneProxy function from PrimitiveSceneProxy for a custom class no longer renders in 5.4 even though the same code is working in 5.3. ...
A user has reported that when an actor blueprint enables Generate Optimized Component Blueprint Data, default instanced objects of components are not properly duplicated in cooked builds. This resul ...
When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...
Reported by a licensee. More discussion in the linked UDN case. "Sometimes the WorldPartitionBuilderCommandlet will fail after encountering this error:" Error: Assertion failed: HierarchyNodeIndex ...
In a static lighting environment, moving static objects no longer marks the built lighting as invalid. This prevents the on-screen warning from appearing. Regression introduced in CL: 25964466 on / ...
An imported file that resides within the project's folders gets a relative path. That path is not updated it you copy the uasset to another folder, so from the location of the new asset's the relati ...
When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...