Under certain conditions, it appears that the function UPoseableMeshComponent::CopyPoseFromSkeletalComponent may crash because the BoneSpaceTransforms obtained from the source component are empty, p ...
The Fast Track icon is not displayed when there are no variables connected to the AnimGraph. This issue was not present in UE4. ...
When using a DataTable based on a structure that includes TArray or TMap, if a row is not selected, the memory usage will continue to increase. This is because in SDetailsViewBase::Tick, ForceRefr ...
When double click splines point tangent, the editor will crash. This issue related to [Link Removed], it didn't care about double-click case. Workaround: void FEditorViewportClient::ProcessDoubl ...
Currently, UBlueprintGeneratedClass::GetPreloadDependencies() is only inclusive of subobjects instanced via CreateDefaultSubobject(). We may need to broaden it to include RF_ArchetypeObject and/or ...
There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...
If a variable is renamed on a blueprint, then any child blueprints will lose their default values for that variable and reset to the parent's default value. This resetting only happens with the Chi ...
Hitting check(UploadInfo.InstanceCustomDataCount * InstanceCount == UploadInfo.InstanceCustomData.Num()) and also seeing incorrect isntance order after removing instances from HISMs. Additionally ...
When Blueprint default values are edited, those edits will also be propagated to any active instances in the level. Each edit event will mark the level as dirty. Similarly, in a World Partition map ...
AbilitySystemComponent crashes when RemoveActiveGameplayEffect is called during world teardown for an active gameplay effect that ticks periodically, by unsafe GetWorld()->GetTimerManager() access w ...