Summary When using the Level Instance Property Override system, overrides applied to `AActor::Tags` are silently lost for Blueprint actors whose Construction Script assigns or appends to `Tags`. The ...
We've been seeing asserts and crashes related to OwnerLastRenderTimePtr. We've traced this to the mentioned pointer ending up dangling after using UActorComponent::Rename() on primitive components t ...
Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors and components that are part of a streamed level. Saved property values are restored when a lev ...
Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors, components and other objects that are part of a streamed level. Persisted properties are resto ...
Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors and components that are part of a streamed level. Blueprint variables can be marked as instan ...
When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...
When the level currently being edited has unsaved changes and the user opens a new one, the Editor asks if the changes should be saved. If the user answers negatively, the level asset is reverted to ...
Overview: A report has been received regarding a memory leak that eventually leads to OOM crashes when s.StreamableAssets.UseSimpleStreamableAssetManager=1 is enabled. In projects that utilize this ...
When using an InstancedStaticMeshComponent with PerInstanceCustomData, the number of float elements in the "Custom Data" array should always be equal to NumCustomDataFloats multiplied by the number ...