The Global Distance Field can constantly update, even when the camera is stationary, in large World Partition maps. This bug requires a large amount of the World Partition map to be loaded to reprod ...
The Contains node doesn't return an existing row from a data table under specific circumstances. This didn't occur when the struct the data table is based on was made via blueprints or there are mor ...
The user has come across various issues with using nested blueprint structs within a data table. The first issue relates to changing a variable in a child struct and setting it back then saving, cau ...
It is possible to repo this without the exact steps, but that leaves it ambiguous if the camera moved when exiting PIE or not. ...
When importing an asset like a Texture asset using the steps mentioned in the Repro steps, the imported asset does not have the correct relative path listed under the newly-created asset's "Source F ...
The following Niagara usage pattern results in either a crash or in incorrect data being read from a Particle Attribute Reader: Emitter Spawn Stage – A module has an Attribute Reader input specifie ...
Various licensees are reporting data loss on load due to the change that was made for [Link Removed] in which we now defer Blueprint CDO construction on load until the finalization phase. This issu ...
https://udn.unrealengine.com/questions/510965/view.html ...
I noticed this after packaging multiple samples projects on Windows for Linux and running them on my Linux machine. The project exited cleanly, but there was a crash and callstack generated in the ...
Gameplay Ability System Standalone: Removing an attribute set and then removing an active gameplay effect that has a modifier for an attribute from that set results in a crash. Currently, one must ...