There have been a few times internally and with licensees where people have enabled virtual texturing on a project to access RVT and then have been surprised when textures start to be imported as st ...
When a blueprint interface asset is duplicated in the Content browser, UEdGraph::GraphGuid will not be regenerated so the two graphs will end up sharing the same GUID. This causes problems for any ...
A world leak crash occurs when using NewLevelFromTemplate to duplicate a sublevel of the currently loaded level. The crash doesn't manifest until another level is loaded even though the Sublevel ins ...
The gameplay tag system depends on tags being registered with the global manager as valid in order to correctly read them off disk. Two different issues are combining to cause a confusing ensure and ...
When compiling on load in -game, a blueprint class that inherits from a native class that is marked within and the class that it is within is abstract, a crash will occur when FBlueprintCompilationM ...
Certain blueprint nodes are noticeably wider than they were in 4.25, and seem to get excessively wide if the user fills in literal pins on them. This was noticed with the Array Add nodes, but may a ...
This issue crashes on exit when playing a other Level Sequence on an Event in a Spawnable Actor. Also this problem doesn't occur in 4.25. ...
As part of [Link Removed], it was changed so soft actor references cannot be set in the editor for structure defaults. This is desired because the serialization behavior for defaults is complicated ...