Soft references to World objects (TSoftObjectPtr<UWorld>) cannot be directly created in blueprints. These types work fine in blueprints but cannot be directly created. The reason soft references are ...
Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...
Licensee reports the following in the UDN: There seems to be some other erratic behavior when using parenting in world outliner (i.e. drag and drop one actor on another one in world outliner).Since ...
The assert that we're hitting is:Cannot replace existing object of a different class. New Object: /Engine/Transient.REINST_BPC_NPC_VFX_C_230 /Game/Maps/[REDACTED]/Levels/[REDACTED]/LevelSequence/ ...
In the case of a single-layer Level Instance, actors are still referenced even when the region is unloaded. However, in the case of nested Level Instances, the level being edited is discarded when t ...
This is a regression. Tested in //UE4/Release-4.27 CL#18319896 Fatal Error when setting S RGB to true on a Texture 2D from a Render Target Create Static Texture Editor Only node. ...
Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...
Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder n ...
Failure occurs at compile time during GC when the replacement component that we create is being destroyed. This component includes the BillboardComponent instance that's attached to the scene compon ...
ULevelInstanceSubsystem::OnActorDeleted: check(!IsEditingLevelInstanceDirty(LevelInstance) && !HasDirtyChildrenLevelInstances(LevelInstance)); ...