Foliage usually follows when the Transform of the placed ground or floor changes. However, if the ground or floor is a Level Instance Actor, it will not follow. The cause is in the code below. voi ...
REGRESSION: Can be certain as this testing was blocked by [Link Removed] Through a specific chain of events (see repro), it's possible to have a non-actor as the value for an Actor Class Reference, ...
How Necessary are BUILT_FROM_CHANGELIST and BUILD_VERSION in Resource Files? We've been investigating ways to improve the speed of our iterative engine builds, and have found that the vast, vast maj ...
Generated from CrashReporter Attempting to open the Window menu in the Editor after having used the Modules window to recompile a Standalone Editor Window plugin will result in the Engine crashing. ...
When using the Niagara Mesh Renderer with multiple mesh variants selected via MeshIndex, the number of TLAS instances allocated is NumParticles × NumMeshVariants and enabling the Path Tracer can ca ...
Summary: Confirmed that this exists in latest as well as 5.8 which is the origin or both tickets. This is a regression from 5.7 - although it looks like the guard was not aiming specifically to catch ...
This issue may be badly implemented, but the reference to the VTable may be incorrect during a hot reload. Crash always in sample project. Summary:Call ForeachRow function in Custom Struct constr ...
In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...
[Summary] In UE 5.7 and later, if a tag is added once to an FGameplayTagCountContainer, the container is reset, and the same tag is added once more, GetExplicitTagCount() returns 2 instead of the e ...
Crash occurs when compiling an animation blueprint with a Spline IK node. This seems to occur only with the Start and End Bone settings set a certain (perhaps incorrect) way. In the example given, ...