In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...
Consider a UStruct with some basic type members, each one with a default value specified in the struct. Also consider a TSet or TMap with that struct as keys, used inside a UObject as a UProperty an ...
CriticalErrors in FWindowsErrorOutputDevice::Serialize (and other platforms) run some code after the error is detected rather than immediately terminating the process. Some of this other code is spe ...
Wrong density calculation in UBodySetup::CalculateMass. The licensee has provided the following analysis and suggested fix: In UBodySetup::CalculateMass, the following code is present: // physical ...
In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...
When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...
Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
The problem is that the Cube is still loaded but "HiddenEd". It's AActor::bHiddenEdLayer property is set to true by the WorldPartition System. The Actor is dirty which makes the WP system pin it (wo ...
In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...
Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...