UDN link: [Link Removed] ...
STAT_Navigation_CollisionTreeMemory and STAT_NavigationMemory are not accounting for DEC_MEMORY_STAT_BY OctreeSizeBytes in the navoctree destructor. It appears STAT_Navigation_CollisionTreeMemory E ...
Related to [Link Removed], where calling a multicast RPC in BeginPlay results in the character being spawned on the client with the incorrect role/initial property data. One thing to note: this does ...
Licensee found that memory being allocated during a resize in NavMeshMemory is not being tagged within LLM as NavigationMemory but show in LLM as Untagged memory. They do not have a callstack showca ...
When the default value of an Instanced variable defined in C++ is changed, it is not reflected in the default value of an Actor placed on a Level. In the reproduction procedure, when the default v ...
If you use both Category hierarchy and CallInEditor in UFUNCTION, it will result in an unintended sequence as shown below. [Image Removed] And, the following code can solve this issue void FDetai ...
When Unreal autosaves, any items in the outliner from a sub-level that have been switched on by the sequencer track disappear, BUT only in the outliner, everything else can still see the scene fully ...
Blueprint breakpoints on EventEndPlay do not break execution of the PIE session before the session is destroyed. ...
When using a Transformation Widget in a Blueprint, the size of the widget seems to be some kind of product of size in screen space, object scale, and the transform widget scale that makes it much to ...
User reported an issue of a mesh not being visible when a project has multi-level blueprint inheritance. After reproing, I believe the root cause is DefaultSceneRoot of the grandchild BP class not c ...