In UE 5.5, the fix applied by CL 36529858 in ue5-main updated USkeletalMeshComponent::ClearAnimScriptInstance() to call AnimScriptInstance::UninitializeAnimation() on the animation instance. This, i ...
Crash reported through UDN. With ZenLoader enabled, deleting a level instance and triggering Undo causes a crash in ULandscapeComponent::PostEditUndo() The user has provided an example project th ...
Actors that are spawned from blueprints will no longer have their instigator automatically set to the instigator that spawned them. This is a regression in 5.5, because in 5.4 and earlier a null Ins ...
From UDN: The reason it crashes is because Child doesn't get garbage collected, which is because it still has the RF_Standalone flag. UEditorEngine::EditorDestroyWorld clears RF_Standalone flag ...
FCustomizableInstanceDetails::FillChildrenMap() unconditionally registers parent-child relationships via __ParentParamName metadata without verifying the parent exists in the active parameter list. ...
"This ensure is intended to catch regressions where rendering programmers add a loose parameter to LocalVertexFactory, breaking dynamic instancing on regular static meshes. InstancedStaticMeshes c ...
Note that this bug potentially also affects a wide variety of material / geometry setups; however, a translucent wireframe setup is currently the main reproduction case. The issue may also be notice ...
The order of world and game instance initialization is different between a true standalone game (cooked game or an editor build with -game) and a Play In Editor game. Specifically, in Play in Editor ...
If a struct has a variable set to a class type, then the object of that class type is moved to a new folder in the editor, the struct will replace the class type with "class", which causes the edito ...
When a RetainerBox contains a child that for some reason has a desired size of zero, its OnPaint() method can incorrectly return LayerId 0. Afterwards, widgets further down the hierarchy can base th ...