There's a crash when "Play Quantized" is used on an Audio Component that was constructed via the functions "Create Sound 2D" or "Spawn Sound 2D" when the option 'Persist Across Level Transitions' is ...
This is a regression from 4.24.3 (CL-11590370). Removing a pin on a Niagara Module Script parameter will removed the variable as well. This was reported and tested in 4.25 Preview 2 (CL-12055273) ...
UDN customer reported that using automated groom import through Blueprint was crashing. This can probably be reproduced with a Python script using an asset import task with the automated flag set to ...
Since UE5.6, ControlRig.EnableAnimNodePerformanceOptimizations is enabled by default, and this appears to be causing the issue. Specifically, when the control rig’s construction event is processed, ...
When the following setting is added to DefaultEngine.ini, the AnimNode content is not applied during PIE execution.[/Script/Engine.EditorStreamingSettings] s.AsyncLoadingThreadEnabled=True If the A ...
The cursor position is no longer updated during drag and drop, so drag-over events cannot respond correctly. Commenting out the following code in WindowsCursor.cpp works as a workaround ( the behavi ...
Player/Visibility Collision doesn't work with InstancedStaticMesh or HierarchiInstancedStaticMesh components. Found in 4.19 CL# 4033788, 4.20 CL# 4212847, 4.21 CL# 4221482 ...
Cooking will fail while attempting to convert a non-data-only Blueprint class based on the native UAnimNotify class when Blueprint nativization is enabled. Workaround in lieu of a fix would be to e ...
A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
When you call GetOuter() inside AssetUserData::PostEditChangeOwner, the Outer that is returned, is marked as "Trash". This is because the object is constructed again when an AssetUserData is added. ...