[Link Removed]This issue occurs only when I have a lot of RDLs (I tested 2500 and 1600). I tested with 6 RDLs and had no issuesI also noticed in the server log an error when a lot of RDLs are presen ...
the cable actor does not dynamically deform when the cable actor's parent mesh moves. Instead, the cable actor becomes rigid between the meshes it's bound between. This bug does not occur in the fo ...
In 5.1 through 5.3, Call-In-Editor functions within EditorUtilityActor Blueprints created via Create Advanced Assets/Editor Utilities/Editor Utility Blueprint are not callable in editor. Prior to 5 ...
There seems to be an issue with how Nanite tessellation and Landscape interact with two sided landscapes. When the camera's near clipping plane is past the landscape's surface the displacement of th ...
A UDN reported various crashes at exit in the embedded Python library. I was able to repro the issue in Release-5.1 and trace it back at the point where python runs its garbage collection in Py_Fina ...
If you use both Category hierarchy and CallInEditor in UFUNCTION, it will result in an unintended sequence as shown below. [Image Removed] And, the following code can solve this issue void FDetai ...
When a large number of notify tracks are added in the Montage Editor, the mouse wheel scroll does not allow the user to reach the bottom-most tracks. Only by manually dragging the scrollbar can the ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...