After the second recording time, the event listener registration in FGeometryCollectionCacheAdapter::InitializeForRecord is skipped. Here is a workaround :// We only need to register event handlers ...
Class UBlueprintAsyncActionBase provides methods RegisterWithGameInstance() and SetReadyToDestroy(), which respectively register and unregister the object with the game instance. Derived class UCanc ...
The CVar "r.Shadow.Virtual.Cache.DrawInvalidatingBounds" referenced in the official 5.4 documentation for virtual shadow maps, no longer shows any bounds as the underlying code seem to be removed in ...
UDN description:When landscape is flagged as Nanite enabled but nanite mesh has not been built yet, a save operation (or an auto save) triggers a fatal failed check in ULandscapeNaniteComponent::Ini ...
After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...
Found while messing around with a revamp of some of the Audio Stream cache tests. The map in this test is a WIP as I'm still just trying stuff out, but hit this assert 5/5 times.Assertion failed: Fo ...
An editor crash can be observed when copy-pasting an actor with an actor component with an instanced object property when set to a non-default value. Detailed steps to reproduce are provided below. ...
GetRelevantAnimTime family of transition don't work with state aliases ...
It seems that local variable creation in control rig isn't following the pattern with regular control rig variables (and general blueprint variables) where the last created and/or edited variable ty ...
If an attempt to spawn an actor is made before the Level Editor Viewport is fully initialized (i.e. before it has had a chance to get rendered at least once), and that actor has no specific Factory ...