To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...
Sprites in a particle system flicker/shake when use local space is combined with small velocity values and velocity aligned sprites. Reported and tested in versions 4.25.3(CL 13942748), 4.24.3(CL 1 ...
Via UDN: As has been discussed previously here and in CL 20055361, debug information is sometimes missing when compiling with Clang. We've pinpointed this to debug information not being emitted fo ...
This is because expansion state is saved per class, and we are displaying multiple objects of the same class at the same type. The UniqueID we add when adding these objects via 'AddExternalObject' ...
Search results in component pickers do not show up unless they match both the name of the actor and the component, this is because FActorHierarchy::CreateWorldChildren ends up calling Mode->CreateIt ...
ED nodes in 4.6 but are not being executed in standalone or cooked games. Also, users receive compile errors when the project is saved and reopened that resolve when the blueprint is recompiled. ...
When working in Manage Mode with Landscapes and deleting a component, if you undo the deletion, you can no longer modify or select the component. I did attempt to rebuild the scenes lighting and ge ...
Damping is handled differently at lower frame rates. Slight changes in damping at lower FPS (25) drastically effects objects and isn't applied in the same way as at higher FPS (60) User Description ...
Using the Refresh Projects button in the UnrealVS toolbar will fail for projects because it can't find the "GenerateProjectFiles.bat" file for the specified project. Licensee reporting the issue me ...
If you open a material with the speedtree node plugged into WPO and then use a texture coordinate(index of 2) in base color the material will no longer compile properly. The full error is "Error [ ...