Burst GCs will destroy the target actor if you attach them to the target (FGameplayCueNotify_PlacementInfo::AttachPolicy) and override the decal fade out (FGameplayCueNotify_DecalInfo::bOverrideFade ...
The actor Blueprint is intentionally causing an object slice to occur. In other words, we're copying a derived type to a base type, so the expectation is that only the inherited base properties are ...
When the boolean is set on a child skeletal mesh, looks like it gets reset Specifically , at UActorComponent::ConsolidatedPostEditChange forces a reconstruction of the Blueprint, making the trans ...
In AnimNode_RigidBody.cpp, PhysicsSimulation->CreateActor() is being passed World Space transforms, when it should be getting Local Simulation space transforms. The licensee has reported that FAnimN ...
SetGamePaused on EventDestroyed crashes the editor on compile. Reproduced in 4.7.3 binary and Main (//depot/UE4/Promotable-CL-2496752) Crash Report: [Link Removed] Call Stack: UE4Editor_Engine! U ...
When importing an Alembic file into the engine, the UV's appear rotated and missing textures for certain faces. This can cause stretching within the UVs which is what is being reported in the post p ...
In 4.13 launching a linux game with -binnedmalloc will use the binned allocator. In 4.14 the command line was accidentally changed to -binnedmalloc1 while making other changes. It is still -binnedm ...