Copying a Folder in Sequencer and later Pasting it inside Sequencer is resulting in loss of Components. The pasted folder is not respecting the structure that was copied. This issue only happens on ...
From file [Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\AABBTree.h], function Chaos::TAABBTree<>::GetAsBoundsArray(): bool GetAsBoundsArray(TArray<TAABB<T, 3>>& AllBounds, int32 NodeIdx, i ...
Context: The Niagara System is the primary tool to do visual effects inside Unreal. Niagara systems can be culled due to distance. Problem: Once a deactivated Niagara System is culled due to distan ...
Context: GameUserSettings stores user settings for a game, for example graphics and sound settings. The Scalability settings provide a way for to adjust the quality of various features in order to m ...
Setting Allow CPU Access on the mesh, or setting bSupportsManualVertexFetch=1 in Engine.ini, avoids the crash. ...
The engine crashes when renaming a localizable asset inside an L10N folder. The engine attempts to associate it with the original localizable asset, but it is unable to find it and ends up accessing ...
UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...
Starting with UE 5.4, function FNiagaraRendererRibbons::GenerateDynamicData() from file [NiagaraRendererRibbons.cpp] attempts to calculate DynamicData->MaxAllocatedCountEstimate as such: DynamicDat ...
When a client sends a request with no passphrase to Unreal Remote Control's "/remote/batch" endpoint, and the plugin is configured to not perform passphrase verification, the Editor will crash as so ...
Values changed to an inherited Struct variable in a Child Blueprint will be kept after compile, but any not changed will be set to 0s. ...