UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
When importing an FBX camera into a Level Sequence via the FBX Import dialog, we rely heavily on the Import Uniform Scale and Convert Scene Unit options for DCC interoperability. These settings ...
In UE 5.5, the Editor may crash in FHLSLMaterialTranslator::GetMaterialEnvironment when loading materials with Material Parameter Collections, likely due to async loading. Calling ParameterCollectio ...
Context Find-in-Blueprints can be used to search the current, or all, blueprints. If you enter a simple string, it would return nodes, pins, pin default values and default values for BP Variables ( ...
Using the Horde Artifact browser browse to a folder with a lot of files in a subfolder (for example temporary artifacts that contains Engine/Binaries/Win64, see attached) and use the "Download" butt ...
Some licensees have reported seeing intermittent corruption of runtime virtual texture tiles. This hasn't been reproduced at Epic. Usually this shows up as some small percentage of rendered tiles l ...
As described by the licensee, the const CDO contract is being broken on ChaosWheeledVehicleMovementComponent. The issue the licensee is facing is that by spawning cars with different configurations, ...
A partially broken Geometry Collection (GC) ends up with garbage CollisionGroup data that can lead to strange behaviors. The licensee has noticed that a GC that goes thru a field applying ExternalS ...
Fields with Maximum resolution are not affecting all leaves of a Geometry Collection on 5.4 and onwards. When calling GetRelevantParticleHandles() a Maximum Resolution field does return all particl ...
I set the Forced LOD Model on the mesh component > 1, then tried to export, this is what causes the crash. Here is my suggested fix, we just don't use Git or I'd do a PR: In the else() branch of FF ...