The Particle SubUV Sample node uses its own texture object reference instead of the one provided by the texture object node. ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
A crash occurs when GetPropertyRef node is executed from a SubTree that is linked within a StateTree, which itself has been linked from a parent StateTree via a Linked Asset ** . The processing con ...
Context The blueprint debugger allows you to trigger breakpoints and inspect the current state of variables, both member variables, local variables and persistent UberGraph variables. Problem The ...
There's a cook determinism issue in the way UObject unversioned serialization handles UObject pointers pointing to garbage. Depending on GC timing, it can either be skipped (as a property matching C ...
When a heterogeneous volume actor is used with a volume material in a debug build, the following ensures are triggered: Ensure condition failed: UniformBufferValue || EnumHasAnyFlags(AutomaticallyBo ...