Game.ini:[/Script/Engine/AssetManagerSettings]:PrimaryAssetTypes is an ini setting to specify which PrimaryAssets should be used by the engine during cook to specify which packages gets cooked and w ...
The user has added a property to material expressions input node that has a complex expression in its "EditCondition" which isn't supported and results in a crash. Investigate adding support to thi ...
Video of issue provided by licensee can be seen here - [Link Removed] ...
FLevelEditorViewportClient::InputAxis needs to be updated to use the device mapper and FInputDeviceID's instead of the old int 32 ControllerID. Looks like this was missed during the refactor to use ...
Saving and reloading a Blueprint instance with a compilation error, a.k.a., "Bad Blueprint" will lead to a transform reset when the Blueprint is successfully recompiled. ...
The bone proxy details customization for the animation editors doesn't currently reset modifications correctly. When a transform channel is modified and then reset, the bone proxy doesn't start liv ...
Using World Composition, moving the Navmesh and NavmeshBounds from the persistent level to a sub-level results in the size of the navmesh sub-level being roughly twice the size of the decreased size ...
This happens because of how FLANSession::Tick will handle receiving multiple response packets from a single host. FLANSession will cache the ResponseGuids of any incoming host response packets, so i ...