After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...
Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...
Potentially related to [Link Removed], but distinct. ...
When generating HLODs, it is possible for the generator to ignore material override settings. The generator will not respect the constants, and does not change them in the Material with a default se ...
Cascaded Shadow Maps do not use the proper world size for octree culling. At far distances, the shadows are always culled. ...
For comparison, this issue doesn't seem to occur when recreating the setup with Set Material Attributes/GetMaterialAttributes. It seems isolated to the Make/Break nodes. ...
Texture Collections can contain virtual textures. There is no way to inform TextureObjectFromCollection that the texture is virtual, only that it is a Texture2D. This texture object is then sampled ...
Building lighting via commandlet and via editor are giving different results. To prevent one method from polluting the other via Swarm cache, the cache needs to be cleared in between tests. ...