Note: This issue was reproduced in UE 5.7, and it works correctly in UE 4.27. Prior to CL 24938100 (between UE 5.1 and 5.2), all existing factories were discovered and registered during engine init ...
Crash rendering image sequence if the Sub-Level containing the matinee is not loaded. This seems to go away if the level is either set to "Always Loaded". Seems to be a result of people not switch ...
Editor crashes with 2 or more Clients when spawning a Blueprint created from a Static Mesh using the Blueprint/Add Script button. Blueprints created from Static Meshes using other methods do not cau ...
Following code works as a work around. The code updates placement information of instances. TMap<UFoliageType*, TArray<const FFoliageInstancePlacementInfo*>> AInstancedFoliageActor::GetInstancesF ...
The comment for the AddLocalTransform node states "Change in transform of the component in its local reference frame. Scale is unchanged." However, when the node is used, the existing scale of the o ...
Ensure occurs when the user breaks a link in the animation blueprint's Event Graph and then undo's the action. I wasn't able to reproduce it in a class blueprint. ...
Control Rig settings are not retained between editor sessions or carried into deployed game ...
We've noticed smearing in grass due to wrong motion vectors. This appears to be caused by lack of previous frame support in the periodic world space node. This is how we fixed it: In MaterialTempl ...
When using a blueprint with a destructible component, you can call the SetCollisionResponseToChannel node of that component in the construction script. As a result the engine will crash when attempt ...
Crash when destroying a pawn on the client. Reproduced in 4.8.1 and Main (//depot/UE4/Promotable-CL-2610743). This is a regression: the crash does not occur in 4.7.6 Crash Report: [Link Removed] ...