In some situations, it can be useful to have a replicated editor-only C++ property (For example, the user that reported this issue was attempting to replicate settings to the client for game designe ...
Revisit how FActorFolders are updated when loading/unloading Levels (level instances). The code should maintain the folder list instead of rebuilding everything. ...
When diffing a blueprint in the Perforce changelist reviewer in-editor (Review Changelists), if the blueprint references an asset that does not exist locally but rather exists as a newly added asset ...
A licensee is reporting a crash (or rather a check fail) in Sceneview.cpp which happens with when a SceneCapture2D is used with DLSS enabled. He has a fix, and wants to share it with us for integrat ...
Hi, with adding additional plugins, etc. to our project, we have encountered an issue with registering too many asset categories, such as: LogAssetTools: Warning: RegisterAssetTypeCategory("Water", ...
Hi, while trying to workaround this: https://udn.unrealengine.com/s/question/0D54z00008kTgHCCA0/variant-manager-crash-in-upropertyvaluehasvalidresolve I thought I would not create variant sets act ...
Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale. The licensee has reported and presented a repro project that displays the erratic behavior of ...
in the past we have reported a lot of VM related bugs which got fixed over time. Unfortunately, I think we have another one. Right now we're using 5.0.3 binaries from the launcher. Now the pro ...
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 ...
When UMaterialInstanceConstant::UpdateCachedData() updates CachedExpressionData.PropertyConnectedMask for material instances with layers incorrectly, it can lead to various graphical issues includin ...