The level seems to have been successfully copied. ...
ULevelEditorDragDropHandler::PreviewDropObjectsAtCoordinates sets the World as the ReferencingAsset when we should probably set the GameDataAsset for the current active ContentBundle if there is any ...
ULevelInstanceSubsystem::OnActorDeleted: check(!IsEditingLevelInstanceDirty(LevelInstance) && !HasDirtyChildrenLevelInstances(LevelInstance)); ...
Reported from our partner Babooblab: The UDN Customer does not give any detailed information to reproduce the issue. However they specify the kind of issue (stack overwflow) and give a possible sol ...
Reported from Prismatic: It appears that the Add Mapping Context function currently prioritizes low numbers over high numbers, which seems inconsistent with the function description and some parts ...
FStaticMeshRenderData::Cache has the assertion: checkf(Owner->IsMeshDescriptionValid(0), TEXT("Bad MeshDescription on %s"), *GetPathNameSafe(Owner)); This assertion can be triggered by data erro ...
This will need more investigation, but at least in PIE (to check if we can do the same in editor), when a level is streamed-in, we should only add the new missing folders for this level and when str ...
BT cooldown decorators are failing on starting a game either via PIE or Standalone regardless of the fact their branches have not yet run. This is true for if the cooldown decorator checks its value ...