This bug comes from https://udn.unrealengine.com/questions/585499/view.html which describes a problem where a licensee is trying to use the AssetManager to scan a primary asset type that is generate ...
This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...
Context State Tree Tasks have a configurable default value 'Should State Change on Reselect' which controls whether the task receives a EnterState/ExitState if completion of the current state is fo ...
With Virtual Assets setup in a project, when an asset is deleted and the changelist then submitted via revision control, the virtualization system will attempt to read the deleted asset. The submit ...
When an object is created procedurally with code and placed into the editor the collision analyzer will detect the object properly. If the object is then moved to another part of the level the coll ...
BP Component is not destructible if the Object Type is set during runtime. If the Object Type is set manually before PIE is started, the BP component will destroy correctly. ...
The elements of an array that are shown in the details panel (below the world outliner) are drawn even when the array is collapsed. This can cause a performance drop when using an array that has a l ...
Clear Timer by Function Name does not appear to be callable from a widget blueprint if the function is owned by a UObject. The Timer clears when the custom event is called by other blueprints, howev ...
Clicking the compile button in the Blueprint editor resolves the error. ...
This is a regression from 4.19.2 (CL-4033788). The pawns aren't replicating their own movement on their clients, but they are replicating on the clients of other pawns. This was reported and teste ...