When moving an Actor that is referenced in the source level, UEditorEngine::CopySelectedActorsToClipboard will try to select the Actor for delete which will pull the \"Delete Referenced Actor\" dial ...
In URigHiearchyController::AddElement (and other functions), arbitrary delegate code is called while holding Hierarchy->ElementsLock, through the Notify function. URigHierarchy::AddReferencedObject ...
If both assets have the same schema (StateTreeComponentSchema), but the root tree has the Context Actor class set to Character and the linked asset is using a Context Actor class of Pawn. So the sch ...
When changing the camera FOV with r.Shadows.CSMCaching enabled, the cached shadows don't appear to be used and shadows are missing. This occurs because the r.Shadow.RadiusThreshold can be low enoug ...
When "r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat=1", some values for the Sky Atmosphere at some directional light angles can lead to the sun disk being cut off, and taking on a chord shape. A ...
While active and ticking, the built-in FS_MasterField actor instance continuously creates several new components every frame, which are never cleaned up until the actor is destroyed. This can happen ...
When validating a change list that contains an actor that references the level script in the world (e.g. it has an event bound on the level script graph) it will fail changelist validation 100% of t ...
The editor crashes with an assertion failure when placing a Blueprint actor that contains a Groom Component bound to a MetaHuman skeletal mesh. The crash occurs in AddHairStrandInitMeshSamplesPass d ...
When a Virtual Texture is applied as a UI material, there is no associated geometry, so it does not explicitly request the loading of high-res virtual texture tiles. ...
When using a No Primary Result Chooser that contains an FGameplayTag parameter, an Evaluate Chooser node using that chooser will cause a compilation error: LogBlueprint: Error: [AssetLog][PathToPro ...