Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...
Consider an actor containing a Niagara Particle System Component, which is instantiated from another actor's Child Actor Component. When initializing PIE on a World Partition level containing this s ...
Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...
Something is wrong with the TargetInfo.json file generated when they are some Marketplace plugin installed. The client reported this workaround: Backup the plugins found in Engine\Plugins\Marketp ...
Renaming an emitter's name in Timeline panel of Niagara editor causes an editor crash. This happens because FViewModelHierarchyOperation constructor is called with null InAnyModel ptr; FViewModelHi ...
Since UE5.4, it has been reported that if there's a class derived from UEditorUtilitySubsystem, the program crashes when the editor exits. This is because the code added in CL30853505 accesses freed ...
The editor setting for automatically start consuming input can be set to enabled as a boolean, but whenever the editor restarts this value is reset to false. ...
Currently there's no validation within the animation attribute container that bone ids are valid. This means that client/game code can add attributes with invalid bone ids into the container and th ...
Files and directories with special characters %, @, * and # are not escaped when sent to the P4 Client API. For example, an '@' character is common in root workspace folders when using concurrent bu ...