The adding of terrain tiles eventually results in a reallocation of the landscape and something becomes de-synchronized between the water system and the landscape system resulting in the deformation ...
This seems to occur because the original listen socket is still around when the instance tries to create the new one, even though it has been marked for deletion. The issue does not occur when FStea ...
This issue is the same as [Link Removed] Closed , but it causes confusion for developers because only Nanite ISM are rendere ...
The issue seems to have a few parts. First, active events don't persist between frames. Instead, a new active list is created each frame and diffed against the previous frame. Added events have Beg ...
Running with -game will run game at native fullscreen resolution 1920x1080. (checking with r.setres)Running with -game -vr will run game in VR but resolution is 1280x720. (checking with r.setres) Th ...
When blueprints are compiled, instances of those blueprints have their attachments detached and then reattached. Reattachments always occur on the RootComponent regardless of which component they we ...
Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...
It is possible for the while loop in UnrealEditor-SubobjectDataInterface.dll!USubobjectDataSubsystem::GetActorRootHandle(const FSubobjectDataHandle & StartingHandle) Line 815 to not terminate when ...
Only certain sync state structs are intended to persist between frames. These are configured via MoverComponent's PersistentSyncStateDataTypes array. There appears to be a bug in the way the standa ...