When undoing a Replace Selected Actors operation, the resulting actor is corrupt and triggers an ensure where the root component is in the process of being destroyed. This is a regression that poppe ...
When GlobalInvalidation is enabled, do not update to the position set by SetPositionInViewport. It works fine when GlobalInvalidation is disabled. ...
Certain characters within blueprint variables names will cause data loss when duplicating an actor instance. For example if a variable name contains '(', '{', or '[' it doesn't retain the variable's ...
Copying an emitter asset through the content browser will lead to cross communication when the two are used in the same system ...
The new config object is created with the same serialization name as the legacy one "ClothConfigNV", causing the legacy data to be reset prior to migration. Replacing In UClothingAssetCommon::AddCl ...
Duplicating an event trigger or repeater section will break the binding when restarting the editor. ...
Download and launch attached projectPIEPress the "E" key to play the sequenceWait until sequence finishes RESULT Ensure in FAnimInstanceProxy::GetSkeleton as a result of restore state calling Unbind ...
This leak occurs in Test builds, but not in Development builds. Updating InstancedStaticMesh with UpdateInstancedTransform every frame causes a memory leak. This screenshot was taken using Mempr ...
Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...
Foliage generated by Landscape Grass Type do not encounter this issue. Only hand painted foliage with foliage tool is not affected by rebased origin. Foliage vibrates when it is located in long dist ...