When using the Subobject Data Subsystem in C++, method FSubobjectData::SetupAttachment() can be used to help attaching a component to a parent at a given socket. This function receives SocketName as ...
When using State Trees, the AI Debugger can be accessed during play to show information about their current execution state. If a behavior tree is currently in a state that references a linked tree, ...
It is possible for an editor crash to occur if a build is running (Lightmass in this case) and another is launched such as Build World Partition Minimap (as well as HLOD and Spline builders). This i ...
There is a memory leak in the Distance Fields category when a mesh continuously moves through the world and the scene is being captured with bDisableWorldRendering set to true. This issue occurs on ...
When an emitter's Position Mode is Unset, the particles spawn in World Space 0,0,0. This is unexpected. If the Position Mode is Unset in 5.4, the particles remain in Local Space, which is the inten ...
The Anisotropy of a material looks different when set on the material output node vs when set via a scalar parameter node connected to the material node ...
In world partition levels, deleted actors can become unexpectedly unloaded prior to saving, causing loss of work. Specifically, this issue occurs after the undo history has been cleared (either manu ...
The value of MaterialExpressionTwoSidedSign is flipped when calculating the Opacity Mask for Nanite meshes. This seems to be a regression in 5.5. ...
When a commandlet is run it successfully completes but does not terminate the engine correctly. It appears that multiple requests are made to terminate the engine process these subsequent engine ter ...
When a widget blueprint is created with Enhanced Input bindings in the event graph, when it is subclassed those bindings will not work in the child. This is inconsistent with how Actors function, an ...