StaticMeshComponentPropertyOverride only takes effect when the flag ExecuteOnTheGPU is off. All error checking for StaticMeshComponentPropertyOverride turns off when the flag ExecuteOnTheGPU is off ...
When an Actor is identified to seamlessly travel, its child actors should also seamlessly travel with it (or maybe it should be an optional flag), rather than destroying and recreating on the other ...
Restore State should have an affect on sequencer. The animation snaps back to its starting point even when this option is not set if played in PIE. If you drag in the level sequence in the editor an ...
Local (point/spot) lights currently do not have shadows on SingleLayerWater materials. SLW uses forward-like clustered shading and loops over all local lights directly in the pixel shader. In order ...
When tearing down a nanite project with the nullrhi active, there is a crash in the FeedbackManager destructor that causes any exit to be unclean. The teardown process causes a crash as the destruc ...
When the Editor launches it does not have a file lock on assets that are not open. When the asset is opened for editing, UE gets a lock on the file and this lock persists even after the tab is close ...
From this UDN: https://udn.unrealengine.com/questions/301289/crash-in-persona-debug-display.html Proposed solution: In UDebugSkelMeshComponent::GenSpaceBases() before PerformAnimationEvaluation() ...
Scale boxes renders incorrectly when rendered with the Movie Render Queue. Scale box seems to work fine in a normal viewport and normal Sequence render. UDN: https://udn.unrealengine.com/questions ...
ReRunConstrictionScripts() on Tick() is causing an Editor "Soft- Lock" slow-down, When dragging a Spline Actor created from Blueprint; which utilizes custom construction script logic detailed in the ...
ChaosCacheManager (CCM) is not recording the Observed GeometryCollections (GC) NotifyBreak states between level loading and will default to false if changed from Record to Play. AChaosCacheManager ...