The current implementation for inlining struct members is setup in a way where we start with the outermost struct and only recurse into any child structs if it contains the ShowOnlyInnerProperties m ...
The crash can be worked around by modifying FFoliageISMActor::Serialize as following code : void FFoliageISMActor::Serialize(FArchive& Ar) { #if WITH_EDITORONLY_DATA if (!Ar.IsCooking()) // ...
When validating a changelist, unrelated errors to the changelist can appear. Here's an example of running the validation on a cl named "temp cl" which just contains a single actor "Cylinder". The A ...
a fix was proposed in the UDN but it needs to be tested and revised ...
When editing a level with many actors (1000+), deleting an actor results in a noticeable hitch: the editor becomes unresponsive for seconds. This hitch becomes longer the more actors are loaded and ...
Occasionally material and material functions previews in the content browser are displayed with the default material checkerboard, perhaps due to shaders not being compiled. UDN users are also expe ...
There is no UI refresh for the Implemented Interfaces list in the Blueprint editor UI after a Blueprint Interface asset is renamed in the Content Drawer. Consequently, the interface cannot be remove ...
Screen space denoiser creates two types of artifacts: artifacts around boundary for general lighting The artifact is there before 5.2 but since the ray traced shadow denoiser denoises on the sqr() s ...