Instanced Static Mesh components update incorrectly in Standalone and Packaged game. When hit, all of the instanced static mesh components will snap to a singular location instead of each individual ...
This is a common crash coming out of the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack seems to be the same as [Link Removed], which ...
The result of the Set Niagara Static Mesh Component (OverrideSystemUserVariableStaticMeshComponent) function provided by the UNiagaraFunctionLibrary is different from the operation result on the det ...
Camera View Transformations in Editor and Sequencer Cannot Be Undo (Ctrl+Z) Description: When switching the viewport to a specific camera actor, any manual movement/rotation of the camera (via ...
When Sequencer's Add Filter Menu>Keyed(U) is enabled, adding a Key to an actor that previously failed the Filter (had zero Keys) does not immediately include the Keyed actor in the filtered list (if ...
UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...
Context Actors can be converted into Instanced Actors via the IA plugin. During runtime and in the editor, an instanced actor’s visual is generated from the collection of StaticMeshComponents on th ...
After importing a mesh without any materials assigned, if you add a material slot and save the material. Reimporting this mesh will cause a crash. The only way to avoid this crash is to import a me ...
The plugin fails to be created with the name "Button". The name button or BUTTON works as a plugin name. If there are some names that plugins cannot be called, then an error/warning message in the o ...