Compiling a blueprint component can cause data loss on instances in the level when the component instance overrides its owning Blueprint's property value overrides back to the component archetype's ...
If you import by drag & drop without Import Into Level, the material will be maintained even if you change it. This is because FFbxImporter::ReimportStaticMesh() sets ImportOptions->bImportMaterial ...
Replicated Montages played via GAS are not blended out using the BlendOut time set in the Montage, and are instead blended out using the BlendIn time ...
Undoing a child actor's component transform in its Blueprint editor isn't reflected in child actor instances in the level editor. Subsequent transforms are also not propagated after the undo breaks ...
So far I could reproduce this with 3 different files. I only attached this one, since this is the smallest ...
USplineMeshComponent::CalcBounds function should be returning an FBoxSphereBounds type, but in the implementation it instead outputs an FBox. This may result in the returning of invalid results, esp ...
When a game is compiled with ray tracing disabled (D3D12_RHI_RAYTRACING=0) and the GPU the game is running on becomes low on VRAM, frame time is negatively impacted and doesn't recover. The D3D12_RH ...
Crash when clicking on a "Two Bone IK" node in an Animation Blueprint Crash Reporter currently down, see callstack section. Log and dmp are attached ...
Character asset will crash the editor immediately when opened or right clicked. Crash Report: 431837 ...