If the Open Level node is called on a persistent level Whttp://crashreporter/Crashes/Show/1838504 then the editor will freeze is the call is made through code or crash if done through blueprints. C ...
When you have a child blueprint that contains a component that is parented to an inherited component, changing a value on that inherited component in the original parent blueprint and then compiling ...
When using a Random Stream variable to populate a Random Integer in Range from Stream, the Initial Seed value has no affect on the random integer selected. Workaround: Using a Seed Random Stream or ...
If I set a certain default value for a struct within another struct, it is reset to "None" and the value is not accepted. Below are detailed steps to reproduce as well as a minimal project. Source: ...
(Enduring Games) Included Insights trace to show the memory spike in LLM followed by some pretty large time cost frames in the timeline. (Link to insights trace in comments section) ...
The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
Blueprints copied or moved to another level do not retain variable references to other Actors that are also copied or moved. Reproduced in 4.7.5 binary and Main (//depot/UE4/Promotable-CL-2507843) ...
CrashReporter: [Link Removed] The Navmesh Modifier Component in blueprints does not properly update a levels navmesh. ...