The crash happens when SetState is called inside the function bound to OutputAnimationPose’s OnUpdate in the animation state. This way of using Set State node is the same as shown in the official do ...
Starting in Unreal Engine 5.4, StaticDuplicateObject internally switched to using Unversioned Property Serialization (UPS) for performance reasons. However, UPS assumes the source and destination ob ...
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 ...
Copying a grouped MaterialInstanceParameterDetail property that has spaces on it's name does not enclose it in double quotes, and later pasting won't work as expected. The licensee noticed this in a ...
There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...
Licensee reports incorrect results with FindLocationClosestToWorldLocation when used with non-uniformly scaled spline components. ...
Context Instanced structs are great for holding simple data with the main advantage they have is a low memory overhead unlike instanced objects. Problem The problem is in StructUtils plugin's `FIns ...
If exiting the editor before the EditorUtilityTask completes, it crashes. It will not crash if canceling the UtilityTask and then exit the editor. The following implementation does not allow destruc ...
When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...