It appears that if you create a Matinee in a Sublevel, and then subsequently move the matinee between levels. It will not keep associations with the attached actors in the Matinee and not trigger e ...
FBodyInstance::Weld did not check to see whether or not child components were already welded to a parent. This meant that whenever Weld was called, ShapeToBodiesMap would continue to grow in size, e ...
This is a top community crash occurring on Linux. A log file is attached. Additional information is currently unavailable. ...
If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...
When importing an asset like a Texture asset using the steps mentioned in the Repro steps, the imported asset does not have the correct relative path listed under the newly-created asset's "Source F ...
When working on the level editor viewport or testing on PIE, the visual appearance of additive/translucent lit materials changes significantly (and abruptly) when varying the camera FOV or the viewp ...
I noticed this after packaging multiple samples projects on Windows for Linux and running them on my Linux machine. The project exited cleanly, but there was a crash and callstack generated in the ...
Linked animation graph doesn't trigger anim notifications on dedicated server. There is no expected message in log: LogBlueprintUserMessages: [HitReact_AnimBP_C_0] Client 0: HitNotify IsServer: tru ...
When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...
Gameplay Ability System Standalone: Removing an attribute set and then removing an active gameplay effect that has a modifier for an attribute from that set results in a crash. Currently, one must ...