When the trigger is duplicated, the contents of its OnActorBeginOverlap MC delegate are copied, which contains a reference to the BP actor that added the binding to the original trigger. Marking th ...
This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Adding a variable to a Structure after packaging then repackaging causes the package to fail. ...
In the implementation of FFrontendFilter_ShowOtherDevelopers, the developer folder is determined by whether the asset path starts with /Game/Developers/. However, when "Show All Folder" is enabled, ...
Physical material masks are not working as expected in cooked builds. Licensee reports that the mask data is empty at runtime. ...
Currently nodes that use FBoneReference properties (slope warping, anim dynamics, modify bone, and a load of skeletal control nodes) can't have the bone they target changed when using template anim ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
Licensee reporting material slots being incorrectly assigned when loading an asset created in UE4 into UE5 via an upgraded project. ...
See linked UDN for more info. When a server initiates a non-seamless travel, it will inform any connected clients by sending the reliable ClientTravelInternal RPC. After a delay (controlled by Serve ...
If multiplying a mesh with ComplexCollision by inverse scale, the geometry may not be created on the mesh. This may depend on the assets of the mesh. In the sample example, the navmesh is not create ...
Undoing the deletion of an actor with a child actor component added via the details panel (IWCE) duplicates the child actor and the hierarchy is incorrect in the scene outliner. This seems to only h ...