This is likely something going wrong in the Blueprint Editor utilities function calls or something like that. Obviously this works as expected in the Subobject Editor itself, otherwise no nested BP ...
There appears to be a bug with the "Create New Inherited Materials" option of the "Material Import Method" of the FBX Import Options. Instead of creating a material instance of the material specif ...
The ICVFX view is displaying parameters for the entire cluster when the group in the right-most index is selected. Its expected that the right-most index group should behave like every other group, ...
This needs to be debugged to see where the data discrepancy comes from. ...
This is not explicitly a regression from 5.0.3. In 5.0.3 the component variable is set to public with instance editable by default and can not be changed. Tested in //UE5/Release-5.0 CL20979098 Any ...
When we reset the material to fbx we should take care of the LOD since we will change/reorder the material slot array. ...
AbilitySystemComponent crashes when RemoveActiveGameplayEffect is called during world teardown for an active gameplay effect that ticks periodically, by unsafe GetWorld()->GetTimerManager() access w ...
Coming from UDN https://udn.unrealengine.com/s/case/5004z00001mDBzzAAG/material-instance-asset-creation-workflows?fromCase=1 Either standalone MFI creation should work just like MaterialInstances, ...
When spawning an actor, we don't seem to replicate the scale if it's set to (1,1,1), even if the root component's default scale is different to this. This results in the client using the default sca ...