Because the component's subobjects are replicated before the component, the content block for the subobject is received before the component has been created on the client. Since this subobject is c ...
When Simulating, or Playing-In-Editor and ejected, modifying an actor in the editor world causes the SIE/PIE runtime actor to recreate its blueprint added components via AActor::RerunConstructionScr ...
From licensee:"[...] the issue is that ActorsReferencesUtils::GetActorReferences (/FArchiveGatherExternalActorRefs) will only analyze a reference to an object (/actor) once, if it's editor only the ...
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 ...
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 / ...
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 ...
Linked Asset trees do not transition correctly to Tree Succeeded if using an On Tick transition. The Debugger shows that the transition is triggered repeatedly but no state change occurs. Instead, t ...
When a realistic sun Lux value of 20,000 for the sun directional light, interior light leaking is much more pronounced then when using the default directional light Lux value of 10 Lux. ...