PCG causes crash when UGrassInstancedStaticMeshComponent is set as a mesh entry for the static mesh spawner node. ...
Users note seeing multiple accounts being added to Horde's user collection with the same account details. ...
Here is a snap shot of the propose UDN change: TRACE_CPUPROFILER_EVENT_SCOPE(ValidateTextureOverridesForPIE); TSet<UMaterialInterface*> ProcessedMaterials;TArray<UPrimitiveComponent*> Components; ...
In some situations, a Blueprint can become devoid of an Event Graph, or be created without one from the start. For example, function "FKismetEditorUtilities::CreateBlueprint()" in UE 5.4 does not ca ...
Overriding CreateSceneProxy function from PrimitiveSceneProxy for a custom class no longer renders in 5.4 even though the same code is working in 5.3. ...
Currently, Niagara Components are only expected to have their TickComponent() method called when their system is marked as "Solo", which makes them be simulated individually. In the most common scen ...
When landscape splines exist in a WP level, LandscapeSplineMeshesActor instances are created to allow streaming of splines. In a non-WP level, splines are components of the landscape actor. When a W ...
Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
There is a bug inside Unreal Editor when selecting "Browse to Asset" for a Packed Level Actor. Right clicking the Packed Level Actor, all the asset options appear. If you click the "Browse to Asse ...
A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...