A crash occurs when LevelInstance with LevelBehavior set to "Standalone" is loaded in a standalone game. Specifically, when LevelInstance is deleted by moving outside the loading range of the worldp ...
Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...
Reproduction rate: 5/5 Regression check: No, this also occurs in 5.4.2. Please note that this issue only reproduces with the Gamepad Face Button Bottom and does not occur for any other gamepad butt ...
See UDN for more info: https://udn.unrealengine.com/s/question/0D5QP00000MfU8l0AF/uanimnotifynotify-is-called-twice-for-the-same-notify-on-server-in-a-multiplayer-game ...
When a blueprint actor with a child actor component is placed in a level, and the child actor component is set as editor-only, the output log will show a validation error when the actor is moved and ...
From a licensee: The issue is that under certain edge conditions I am experiencing Anim Notifies not being executed on our Dedicated Server ( it is an off case, so they typically do work, there a ...
Reported from this UDN: https://udn.unrealengine.com/s/question/0D5QP00000MLlco0AD/active-dtr-doesnt-render-beforedofmodulated-materials?fromCase=1 The problem is that, except in very specific circ ...
IAssetRegistry::GetChecked().ScanPathsSynchronous() now eventually calls FPathExistence::LoadExistenceData and logs the errorFPathExistence failed to gather correct capitalization from disk for <p ...
Based on the licensee's report, the crash seems to be occurring due to the WorldDataLayers actor, and setting this actor to never be dormant seems to resolve the issue. ...
After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...