A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...
Picking a material of a section of a Nanite enabled mesh will not work correctly, while the same picking logic works fine for non-Nanite meshes. On Nanite meshes, the reported section index seems to ...
From an EPS case: --------------------------------- We're seeing a recurring issue where child BP actors are becoming orphaned during any processing that uses UWorldPartitionBuilder. It affects ...
Global parameters disappear from the binding list when a soft object reference is present. Pulling up the binding menu shows nothing for Parameters when there are only object references in the ST as ...
The process will assert in UWorldPartition::Initialize on check(!OuterWorld->PersistentLevel->bAlreadyMovedActors); The log from a debugging session (see attached image) that a LevelInstance ge ...
In UGameViewportClient::ProcessScreenShots, when bHdrEnabled is true, the Bitmap array is never filled (the capture code uses BitmapHDR), so ScreenshotCapturedDelegate is never called for any custom ...
USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup properties in same PhysAsset, will cause call OwningPhysAsset-> ...
It used to be possible to create an empty Groom assets without an Alembic file. However, this is no longer possible because curve data is required This workflow is useful to create grooms that onl ...
A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in [Link Remo ...