Create an asset containing a RetainerBox in UMG, then add the created UMG to the viewport using AddViewport. Running MRQ after this causes a crash. ...
It is possible to add items to a replicated fast array that are not intended to be replicated to the clients. For example, FGameplayAbilitySpecContainer has a custom ShouldWriteFastArrayItem impleme ...
When a keyframe is added to a track in the Sequencer, undoing the operation correctly removes the keyframe, but it also unselects the actor. This becomes especially inconvenient when multiple actors ...
When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...
It's possible for there to be multiple instances of the same sequence in the evaluation states cache if the same sequence is used in multiple sub-sections. Caches are never removed from the evaluat ...
When animating the split fraction of a splitscreen experience, TSR causes an significant increase in UAV memory. In PIX, this appears to be caused by TSR allocating the history multiple times when ...
Subgraphs do not seem to be evaluating properly with Quick Render. Message from the EPS: "While testing out Quick Render, I've found that subgraph nodes are not being evaluated. Digging into it dee ...
Using MotionMatching with a PoseSearchSchema with a Trajectory grouping. The query gets rotated to match the capsule/mesh component instead of the offset root/actual location of those bones/trajecto ...
I am seeing an cook failure at the very beginning. It goes away with a retry step via Horde. Please find attached call stack. I am able to consistently reproduce it by wiping all the DDC cache and ...