The Editor Config system appears to support a hierarchy of JSON files (similarly to INI files) in three locations:Engine: "../../../Engine/Config/Editor"Project: "<PROJECT>/Config/Editor"User: "<APP ...
During a Multi-User Editing session with two or more team members two or more users can take control of the same actor and move it to different locations in the viewport at the same time. However, ...
Primitives with the "Lightmap Type" set to "Force Volumetric" are not shadowed correctly. Issue dates back to at least 4.27.2. As a workaround, making FLightCacheInterface::GetStaticInteraction al ...
When edited through the Details Panel in the Editor, TMap and TSet properties should not allow duplicate keys. When those keys are USTRUCTs with the “WithIdenticalViaEquality” trait, this should be ...
ISourceControlProvider::RegisterStateBranches(...) doesn't reliably warn on conflicts ISourceControlProvider::RegisterStateBranches(...), specifically FPerforceSourceControlProvider, is supposed to ...
If "Editable when Inherited" is disabled for the static mesh component the issue does not occur. The bug could be related with other UDN cases:https://udn.unrealengine.com/s/case/5004z00001ruXmEAAU ...
It seems in the FBodyInstance::InitDynamicProperties_AssumesLocked, we early out when the body instance's collision is QueryOnly, but actually we only recreate its physics state when changing from N ...