When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...
The texture parameters on material instances applied to post process volumes do not respect the priority order of the post process volume, and are in fact inverted relative to the priority of other ...
URootMotionModifier_SkewWarp::WarpTranslation() uses InverseFast() within a block of code that is only executed if DeltaTranslation is not nearly zero. The ToRootSyncSpace transform the code builds, ...
You can right click a level asset in the editor's Content Browser and do the action Source Control > Diff against Depot. However, this does not provide a useful diff window. It currently opens the d ...
Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder n ...
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 ...
When Simulating, or Playing-In-Editor and ejected, modifying an actor in the editor world causes the SIE/PIE runtime actor to recreate its blueprint added components via AActor::RerunConstructionScr ...
When both LightMixer and ViewChanges windows are open, pasting a folder into the Outliner crashes the editor. For more detailed steps, refer to the Steps To Reproduce section. This happens whenever ...
When both the Sequencer Editor and an Animation Curve Editor are open for the same animation asset, the editor freezes completely upon editing the curve. Analysis indicates that the freeze is caus ...
There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...