Running the MAP REBUILD ALLVISIBLE editor command when the current map contains hidden sublevels causes a crash upon changing maps. The issue seems to be related to hidden sublevels being cleared in ...
The Particle SubUV Sample node uses its own texture object reference instead of the one provided by the texture object node. ...
In Unreal Engine 5.6+, the new shader serialization logic in FShaderMapResourceCode::Serialize does not correctly handle cooked assets that are loaded back into the editor (e.g., from a mounted .pak ...
Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
Geometry Collection's Chaos Cache Static Pose Scrubbing broken in 5.6 due to Custom Renderer GeometryCollectionRootProxyRenderer. The licensee has provided his analysis: In 5.6, when creating a Geo ...
A crash occurs when GetPropertyRef node is executed from a SubTree that is linked within a StateTree, which itself has been linked from a parent StateTree via a Linked Asset ** . The processing con ...
Copy-pasting an actor property that is a set of strings adds extra quotes and escapes. The licensee has reported: The problem doesn't happen for example for properties of types set of integers, nor ...
When a node has a variable assigned to one of its pins. You will get a crash every time you add a pin. I am sure this goes for all nodes with with the "add pin" functionality [Link Removed] ...
Context: FGameplayAttribute's details customization lets designers pick any attribute property from any UAttributeSet class. Problem: This currently displays all properties of UAttributeSet class ...
PCG Level Asset export doesn't support exporting a level while it is loaded as a sub-level. We should warn the user instead of crashing. ...