This feature works fine on Runtime and is spawned to Sublevel. And, once we save the Level, it will be spawned actor to a sublevel even on the Editor. ...
As mentioned in the UDN - the user tried to rename an SMC to a different actor, which leaves the URO manager left with an incorrect data as it is not aware of the move. User proposed overriding Post ...
UDN customer mentioned: "there looks to be support for motion vectors as exported from DCC apps (for rare cases like fluid sim), but regular in-engine motion vector calculation for regular motion bl ...
Compiling a blueprint component can cause data loss on instances in the level when the component instance overrides its owning Blueprint's property value overrides back to the component archetype's ...
If you import by drag & drop without Import Into Level, the material will be maintained even if you change it. This is because FFbxImporter::ReimportStaticMesh() sets ImportOptions->bImportMaterial ...
Replicated Montages played via GAS are not blended out using the BlendOut time set in the Montage, and are instead blended out using the BlendIn time ...
USplineMeshComponent::CalcBounds function should be returning an FBoxSphereBounds type, but in the implementation it instead outputs an FBox. This may result in the returning of invalid results, esp ...
Crash when clicking on a "Two Bone IK" node in an Animation Blueprint Crash Reporter currently down, see callstack section. Log and dmp are attached ...
Character asset will crash the editor immediately when opened or right clicked. Crash Report: 431837 ...