When you create a function and collapse nodes within it, the collapsed nodes to not follow the function category switch. I also noticed that when you move the function around that has the collapsed ...
Hi there, It feels like a bug that the interchange generic pipeline is not using user-selected parent material for asset import, since it was working back in UE5.6 then we upgrade the engine to 5.7 ...
This is the third different callstack in an attempt to repro a HotReload crash I am experiencing. The other two are:[Link Removed]: Nullptr Ensure and crash after HotReloading[Link Removed]: Assert ...
This occurred when I tried to repro an ensure and crash the resulted in [Link Removed]. In the crash group on the Crashreport website I noticed that KimK had the same callstack as this one. She wrot ...
Following my repro, I hit an ensure and crash. The two times I tried to repro after my first crash resulted in different call stacks. I'll comment the other Jiras once I have them in. One of my cra ...
We are attempting to use Mutable in 5.6.1 and have encountered an issue which we are not sure how to resolve. The issue occurs when using the ClipWithUVMask node. In short we have a customizable o ...
Values are not copied for a EnumArray that is part of an exposed Struct Variable; when copying from the Details panel to a copy of the same actor. User Description: If you make an array of custom ...
Starting position of physics simulated bp is different in Standalone Game User Description: Things work fine in the editor window, but when I run a standalone game then blueprints with physics bod ...
Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior. In the repro project provided (see addl in ...