There's actually two issues going on here: 1. The REINST references are incorrect, and due to [Link Removed]. 2. Blueprint created components will always have different names between the instance ...
This indicates that we're incorrectly reconstructing pins when the REINST classes are still around. The root cause is actually due to a cyclic dependency with external actors when using World Parti ...
Source: UDN ticket Stepping through, when SetSubmixSendSettings() is called on the SubmixSendVolumeComponent, the SubmixSendSettings on the Component initially get changed before the NotifyDataChan ...
The Fast Track icon is not displayed when there are no variables connected to the AnimGraph. This issue was not present in UE4. ...
This came via a UDN. Very small triangles can generate very small lods, which make query time really slow if your self collision thickness is significantly larger. You will do X^3 checks per query ...
In 4.27 & 5.0 when you press the in-app screen recorder button it would pop-up a msg about the user giving permission to allow the screen recording and then would start the recorder and save the mov ...
A wait was removed from UpdateAllPrimitivesSceneInfos that introduced a race condition with mesh draw command caching. ...
r.VT.PoolSizeScale should be changeable at runtime so that we can resize VT physical pools for iteration on selecting pool sizes. It works correctly at engine startup but runtime changes have no ef ...
We should probably keep a Queue of the Gameplay Abilities Add/Removed rather than two separate lists. That way we can get the ordering right. I suspect there are lots of ordering issues if we look ...
In the scene outliner, if you add a folder with one visible actor in it, and filter out some of the actors, users are unable to toggle the visibility of the folder anymore, or they are only able to ...