The GameFeatureData asset used by the game features subsystem supports defining extra paths to scan for asset manager assets specific to that plugin. Originally this system only supported relative p ...
Hello! In UE 5.5 Preview, new stylus code was introduced, which can cause a test failure in an unrelated test suite, Editor.Plugins.Tools.Modeling.EditorMode.ExtrudePolygons.*. The test indirectly ...
Attempting to open a map through the content browser will crash the editor if that map is opened as a sublevel or the currently opened map through the world composition browser. Frequency: 2/2 Cr ...
This is a trending crash coming out of the 4.18 Preview. User Descriptionsadded a directional light Source Context 779 const FPrimitiveSceneProxy* Proxy = PrimitiveSceneInfo->Proxy; ...
When using Weld Simulated Bodies enabled AttachToComponent func, the child Primitive Component's BodyIstance ActorHandle is released. As a result, in BodyInstance.cpp, the judgment of FPhysicsComman ...
This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...
Actor.h has a large comment that describes the entire lifecycle of Actors, which was written for the API website (https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/index.ht ...
The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
Crash in Hand IK Retargeting with two entries under "IKBones to Move" Only seems to happen when you have a hand bone in the second slot of "IKBones to move" ...
If the user creates a structure, names it "Actor", then creates a data table based on the struct then the data table will cause a crash on open(opening the data table). ...