If exiting the editor before the EditorUtilityTask completes, it crashes. It will not crash if canceling the UtilityTask and then exit the editor. The following implementation does not allow destruc ...
This does not occur in 4.17.2 at CL 3658906 ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
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Clients crash when being part of a Seamless Travel if there was an active particle system in the level that was spawned at runtime. If the travel is not seamless, the particle system is placed in th ...
Moving a property from a recently reparented BP to its new parent will assert in FBlueprintCompileReinstancer::MoveDependentSkelToReinst at ensure(PrevStructSize == NewStructSize) This only see ...
Dragging a BP actor containing a child actor component of an actor class with a static mesh as its root component into the scene viewport will cause artifacts and hit SceneData.AttachmentCounter.Get ...
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Using GeoMerge on fragments of a GeometryCollection (GC) will create a new single particle while removing the old particles, but although you end up with less particles, the disk file size of the GC ...