A licensee has complained that if you assign a preview mesh to a Material Instance, it becomes a referenced asset, so migrating that MatInst will also migrate that mesh and whatever material is assi ...
When the viewport Surface Snapping window has focus and text is entered, it will use the text as search keywords. When the window is closed, the text is not cleared the next time the window is open ...
Creating multiple levels at one time will cause the editor to freeze and lock up and may lead to an "out of memory" crash in the editor. ...
When using an Attach track in sequencer to attach an actor that contains more than one skeletal mesh component, the UI to choose which mesh component to attach to pops up, but then the editor hangs ...
Attaching a particle to the bone of the actor spawning with the parent's sequence, once closed it will be missing. Error occurred in this project.[Link Removed] Content/Sequencer/CutMaster Content/ ...
Newly created animation blueprints will fire themselves during any form of PIE if they have been newly created during that session and even if no assets in the scene reference them at all. Restartin ...
When the return value of a C++ function is changed without preforming a hot reload, instances of the function node used inside a blueprint function will have their Return Value pin updated to the co ...
The outer cone angle will not have a default track created for it when it's added as a default property in the project settings. This seems to stem from the property having a setter function, and be ...
When setting the console command r.shadow.MaxResolution to a value of 1 will cause a crash. CrashReporter: [Link Removed] ...
When you assign a Material to a Multi-Material Skeletal Mesh via the Mesh's Level Viewport Details Panel, you will lose access to all the other material Elements after the first assignment. For ins ...