Incorrect warnings can be given when re-importing Skeletal meshes as FillRecursivelySkeletonCompareData does not use FFbxImporter::MakeName. ...
It appears the custom hit testing logic of WidgetComponent handles click positions well via UWidgetComponent::GetHitWidgetPath adding virtual mouse coordinates to the arranged widget, but mouse move ...
Before assigning RefSkeleton, FSkeletalMeshMerge::MergeSkeleton calls BuildSockets->RebuildSocketMap->FSocketInfo->RefSkeleton.FindBoneIndex, which incorrectly sets the SocketBoneIndex. ...
Copying and pasting audio subtracks will paste the parent track and its subtracks not just the selected subtrack. ...
Dropping audio assets onto audio subtracks in the timeline adds them to a regular audio track instead. ...
Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...
BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...
If use Get Start/End Frame (Seconds) with GetStartFrame has a section isBounded is False, eg 3DTransformSection, editor will be crashed. Specifically, a following code occur crash. inline FFrame ...
When the scrollbox as the child of multiple retainerboxes, the scroll isn't smoothing. It can see issue with PIE only. If it run with standalone (or package build) is fine. In SScrollBar::ExecuteO ...
When updating an exposed variable for an actor being used with spawn actors from class, the exposed variable setting will not update to reflect the changes to the default setting. ...