Tried every combination of LOD Selection Type, Nanite enanbled/disabled, the only way it would seem to get the full number of triangles from the source mesh into the merged mesh is to disable Nanite ...
When importing a CSV into a data table using AssetToolsModule with a file containing an FText, the resulting FText value is invalid. As a note, there are no issues when importing an FGuid, a FString ...
Actors that are deferred spawned on BeginPlay can be added to the world while AWorldSettings::NotifyBeginPlay is still iterating the world's actors and dispatching BeginPlay. AActor::DispatchBeginPl ...
The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
Report from a licensee that InitializeControlRigComponent using CR_Frame_Destructible in city sample is taking a lot of frame time. It seems that a lot of time is being spent hashing and also URigV ...
This is general for any UV channel past what the static mesh has, rather than specifically for UV channel 1. ...
This occurred when we use a class and variable TSubclassOf<UObject>, TObjectPtr<UClass>, TSoftClassPtr<UObject>. [Image Removed] ...
In KismetArrayLibrary.h, functions that modify the array property call MARK_PROPERTY_DIRTY(Stack.Object, ArrayProperty). Because these calls use the stack object and not the property's owner, modify ...
The user is specifically having a problem with TArray<TObjectPtr<>> however I have also reproduced this error using a single TObjectPtr<>, raw uobject pointers & all three previous methods within a ...
Version to VersionResultsNew 5.0.3 project to 5.1.1Works as ExpectedNew 5.1.1 project to 5.2Works as ExpectedNew 5.0.3 project to 5.1.1 to 5.2Bug OccursNew 5.0.3 project to 5.2 Bug Occurs The scene ...