There is an issue when setting a Static Mesh inside a blueprint that it is referenced by another blueprint with more than one child actor. An ensure is triggered inside the engine, and there is a ...
When Display Scaling is applied (e.g., 125%) and the Level Viewport is resized, the ComboButton in the SViewportToolBar does not behave as expected. Normally, the ComboButton hides when there is in ...
While testing out pruning points based on collision, it was observed by the licensee that using complex collision seems to crash the editor. The editor crashes with the following error: ``` Asserti ...
Hello, We seem to have encountered some unwanted behaviour when importing certain curves from our animation fbx assets into Unreal. Some of these curves don't have keys from the very first frame, b ...
When exporting a level sequence to an animation sequence, the bones used will be based on the LOD for the current camera location, instead of exporting LOD0. This is very noticable if you pull the ...
Context UEditorEngine::OnAllPIEInstancesStarted() is a virtual function that gets called when launching Play-in-Editor. It can be overridden if the game project chooses to introduce a subclass of U ...
An editor-only ensure can trigger during BP compilation when garbage collection cleans up transient components created as part of component replacement. During recompilation, old component instances ...
FGameplayTagQuery does not refresh its cached AutoDescription after GameplayTag redirects are applied during asset load. As a result, after renaming a GameplayTag and restarting the editor, the Game ...
AddActorWorldOffset offsets character blueprints faster than other actors when the character is possessed or anytime after possession/ejection has occurred. ...