After fixing the crash from [Link Removed] when compiling the child blueprint that has claimed the component name the parent was previously using without having compiled the parent, an internal comp ...
From the UDN thread: Turns out this is caused by the way this stat was implemented for the FBehaviorTreeInstance struct: 1) You call IncMemoryStats on construct, before the struct is populated with ...
Duplicate key checking in maps and sets in the editor is done via calls to FScriptMapHelper::HasKey() and FScriptSetHelper::HasElement(), but this code is checking for object names which are subsets ...
You can also check it by enabling real-time rendering in the NewMap.umap of the attached project, and then clicking on "High Resolution Screenshots". (You may need to disable and enable post-process ...
This is not a regression against 5.0. Tested in //UE5/Release-5.0 CL20979098 However, as users have pointed out, this is a departure from UE4. The same process in 4.27.2 demonstrates the building d ...
CopyFileUnderSourceControl has instances when the response is not a success even though the files are copied successfully under source control. It seems FPerforceCopyWorker::Execute() tries to reso ...
When setting an actor on a level to the SoftObjectRefence(Type:Actor) variable and outputting the object name as a PrintString, the object name cannot be correctly obtained if the set actor is place ...
The editor-scripting blueprint node "Add Data Table Row" fails when the Data Table uses a Row Structure that was defined in blueprint. Internally, it checks if the passed-in UScriptStruct is derived ...
Target Point Actors are changing location when in a World Partition Map within a Shipping Build. This does not occur in Non World Partition Maps. The name of the Asset also changes when in a World ...
Someone on the forums is reporting a possible bug with Pathtracer and any material that adjusts normals to complement world position changes. See pic attached. Reporting forum thread:https://foru ...