Right now the AssetManager uses different logic in ModifyCook vs VerifyCanCook, specifically related to secondary assets like textures or maps that are indirectly loaded by soft object paths and are ...
When an Animation Sequence is overridden by a LevelSequence, and later reverts to its original animation state, the AnimInstance fails to properly reinitialize. This prevents subsequent animation lo ...
A licensee has reached out via EPS about a texture loading issue they are having in-editor. I summarized the most important points below:The issue relates to texture load failure associated with mat ...
The editor will crash if the Window menu button next to Edit is pressed after compiling a toolbar plugin through the editor and attempting to click/use it. ...
Having an actor blueprint (A) that contains an array variable of references to another actor (B) that is connected to a Length node and a Vector array that is connected to a ForEachLoop causes bluep ...
Licensee reported behavior of configuration file hierarchy is different form document here (https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/index.html) Doc: 1. Engine ...
When undoing a Replace Selected Actors operation, the resulting actor is corrupt and triggers an ensure where the root component is in the process of being destroyed. This is a regression that poppe ...
Error message: Assertion failed: IsValid() [Link Removed] [Line: 752] Source Context: 738 return *this; 739 } 740 741 /** 742 * Converts a shared ...
If the user calls a function (We will call it "Parent's Function") from a child blueprint and then turns around and tries to call that implementation of the Parent's Function with in the parent it's ...
Report of a chain of dependencies that can lead to a fatal loader stall in a nativized build:Thing -> BPStruct2BPStruct1 -> BPStruct2 The necessary order of operations is:BPStruct1 loadsBPStruct2 l ...