I didn't check with the debugger, but I suspect this is caused by: void UMoviePipelineExecutorJob::OnDuplicated_Implementation() { UserData = FString(); When the queue is loaded, each job is dupl ...
Per-Object shadows cast by a stationary point light do not appear in the correct place on movable geometry. ...
The NatVis visualizer allows many custom Unreal types to be displayed in a helpful manner inside the Visual Studio watch window. One such type is TSparseArray. Under normal circumstances, visualizin ...
This is an issue with inconsistencies over rig names and how control names are generated. We expect that a control name will be appended with _CONTROL or _CURVE_CONTROL. But because URigHierarchy: ...
When Editor Multiplayer Mode is set to Play As Listen Server the editor will trigger a breakpoint on exiting PIE if any event is ran though the level blueprint ...
User is not happy that the Custom Blend Logic Graph is cleared out if you accidentally switch the Blend Logic back to Standard ...
If an interface is implemented within a blueprint, the initial function in the blueprint interface cannot be called in the actor. The function will be populated after compiling the blueprint interfa ...
Foliage does not spawn on Hierarchical Instanced Static Mesh Components ...
Physical materials on landscapes always return DefaultPhysicalMaterial, even when the surface type is changed. ...