The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...
Using the Replace References option to replace one asset with another, the window does not close/refresh properly. This causes the window to stay on the screen although it cannot be interacted with ...
This is a common crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack seems to be the same as [Link Removed], which ...
The result of the Set Niagara Static Mesh Component (OverrideSystemUserVariableStaticMeshComponent) function provided by the UNiagaraFunctionLibrary is different from the operation result on the det ...
Camera View Transformations in Editor and Sequencer Cannot Be Undo (Ctrl+Z) Description: When switching the viewport to a specific camera actor, any manual movement/rotation of the camera (via ...
When Sequencer's Add Filter Menu>Keyed(U) is enabled, adding a Key to an actor that previously failed the Filter (had zero Keys) does not immediately include the Keyed actor in the filtered list (if ...
UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...
Context Actors can be converted into Instanced Actors via the IA plugin. During runtime and in the editor, an instanced actor’s visual is generated from the collection of StaticMeshComponents on th ...
When using the foliage tool, once the mesh count reaches around 1.5k and higher you will be unable to select individual meshes by using the mouse. The lasso tool and the select all tool work as inte ...