When Calling UBlueprintMapLibrary::GenericMap_Find with a non-existent key, the function construct the default structure in-place on the given pointer without destroying the object. This behavior ca ...
After compiling the Animation Blueprint (ABP) during Play In Editor (PIE), the callback registered with UAnimInstance::AddNativeStateEntryBinding() in NativeInitializeAnimation() stops functioning a ...
Factories registered to the PlacementSubsystem using UPlacementSubsystem::RegisterAssetFactory will always be added to the end of the AssetFactories array. Which means if there are any existing reg ...
This is a continuation of [Link Removed]. The previous ticket changed an Assertion to an Ensure in order to stop a crash from occurring, and stated that a more complete fix would be coming in 4.10. ...
when trying to replace a Material Function instance, with another instance, as the base color of a material within the Material Graph, the editor crashes with the following error:Assertion failed: ...
Note: This is possibly related to [Link Removed]. For some inputs, function UE::Curves::WeightedEvalForTwoKeys() inside file "CurveEvaluation.cpp" can incorrectly return the value of the first key, ...
When playing Standalone or as Listen Server, whenever a GameplayEffect with a duration is applied that fires gameplay cues, the server will locally execute OnActive twice on GameplayCueNotify_Actors ...
From Licensee: You can reproduce this in stock by doing the following:Make a new 5.1 project with a new WP map (it can be empty)Put some actors in some folders in the outliner and save them/reload ...
It looks like when reimporting a texture asset into the engine after loading a level, you will be confronted with the File Selection box and not the reimport successful notification. In fact if you ...
When using the Property Access node on Animation Blueprints to gain performance by better exploring parallel processing, it is possible that the underlying accessed property or any intermediate acce ...