Due to a missing string in CompressionLevelNameMap in OodleDataCompression.cpp, it is possible for LevelName to be left uninitialised after parsing the compression effort, which causes a crash when ...
We need to call TransferAdjustSettings on the duplicated pipelines to execute the preview import. ...
This issue seems to stem from HasClientLoadedCurrentWorld returning true in AGameMode::RemovePlayerControllerFromPlayerCount. When removing a player controller, the GameMode checks if a seamless tra ...
UInterchangeGenericLevelPipeline::ExecuteSceneNodePreImport is iterating all nodes for every actors it create. We need to cache the result. ...
Reproduction Attempts: 3/3 Doing some additional testing for Spawnable Post Process Volumes in a level sequence, the PPV does not appear after saving the level and level sequence, closing and reope ...
From the UDN: > Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...
For instances that are not a dedicated client or dedicated server (e.g. packaged games with TargetType "Game"), GIsClient will be true, but GIsServer will be false. This leads to objects that retur ...