In 5.6, a handful of new entries in `FCustomizableObjectCustomVersion` were added, including `SetDisplayNamePropertyAsPinNameOfTableNodes`. Looking back at the history, `SetDisplayNamePropertyAsPinN ...
This seems to occur due to the order in which the component is registered and set to replicate in UActorComponent::OnCreatedFromReplication. The component is first registered with the world, which c ...
When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...
When loading a static mesh asset created in an old version of Unreal (e.g. 4.10), all LODs have their Screen Size property set to the same value (approximately 1.5). This happens because the static ...
A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up). The licensee has provided his analysis: Description: Level instance created in UE5.5 and re-saved ...
The ctor of FD3D12BindlessResourceManager implies that GPU heap activation is intended to occur lazily with ERHIBindlessConfiguration::RayTracingShaders, however any call to FD3D12BindlessResourceMa ...
There are two issues when painting landscape layers.Paint: When painting between different layers, square-shaped artifacts or splotches appear.Fill Layer: The blended weights of other layers aren't ...
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 ...
Once a mover character has had a skeletal mesh set as its movement base, it appears to get stuck in a desynced state after moving to a static movement base. It is only when the character's movement ...
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 ...