As with most nodes, object reference outputs can be directly connected to interface-typed inputs on "make container" nodes (e.g. "MakeArray") if the object's class type implements the interface clas ...
We've been seeing asserts and crashes related to OwnerLastRenderTimePtr. We've traced this to the mentioned pointer ending up dangling after using UActorComponent::Rename() on primitive components t ...
When spawning an actor using the Spawn Actor From Class node that has a Set Replicates node in the construction script, the editor crashes upon attempting to run a dedicated server with 2 players. ...
This is a common crash in 4.18 and 4.18.1. The callstack shares similarities to [Link Removed], although that has been confirmed fixed in 4.18. Included in the same crashGroup are also a few Ensur ...
[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...
The Blueprint_Effect_Explosion Actor's Root Component in the Starter Content is in some form of invalid state. It reports to have a scale of (1.0, 1.0, 1.0) in the details panel but further behaviou ...
Reparenting a blueprint derived from Trigger Sphere to Trigger Capsule will cause the editor to crash. This is a regression. This did not occur in 4.11.2. Source Context: 163 164 ...
In 5.6, many warnings and errors specify their command line arguments to the compiler with these new C# attributes: [WarningsClangToolChain(["-Wno-date-time"], ["-Wdate-time", "-Wno-error=date-ti ...
Context PCG can be used to spawn Instanced Actors via the PCG IA Interop plugin, that makes Spawned Instanced Actors available as node. When a PCGActor placed in the level runs a PCG graph that spa ...
When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...