For TMap variables of type struct created in blueprint, if change the default value in child blueprint and compile, it will restore to the default value of the parent actor. This problem does not o ...
Looks like we are missing code in the Evaluate methods similar to what we are doing in DecompressPose to account for compatible skeletons. The easiest way to repro is in a standalone game because ...
PCG causes crash when UGrassInstancedStaticMeshComponent is set as a mesh entry for the static mesh spawner node. ...
When static lighting is baked using CPU lightmass for a nanite-enabled landscape it causes an editor crash with this assert: ...\Lightmass.cpp] [Line: 546] Attempting to add the same material twice ...
With net debug drawing enabled, an extra debug box is drawn around some actors to indicate if the actor is always relevant or if it is distance culled. However, the strange size of this box makes ne ...
There is a discrepancy when inspecting Substrate materials in the Lumen Performance Overview. Compared to viewing non-Substrate materials the overview show all surfaces in red indicating that Lumen ...
Overlay Materials are disabled when the Collision showflag is enabled. ...
When importing an FBX into a project if the "Import" option is chosen rather than "Import All" then importing the same FBX a second time will cause the editor to crash. ...
The attached asset (including animation) takes 9 minutes to import in 4.10, where it takes 42 seconds in 4.8 and 4.9. You don't really notice this until you start to get up to larger assets or long ...