In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...
When adding an entry to a TMap using UE's property editors, in most cases the new entry comes with a default-initialized key (if such key already exists, the insertion fails). The case of a UENUM de ...
With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...
Geometry that has its "Shadow Cache Invalidation Behavior" set to "Static" will still draw in the dynamic shadow cache when it is experiencing WPO ...
Only the first selected spawnable actor binding will have its class changed when selecting 'Change Class' from the right click menu. ...
ULevelStreamingLevelInstance::OnLoadedActorsAddedToLevelPreEvent has a comment that states it must be called before actors are registered with the world, but in ULevelStreaming::UpdateStreamingState ...
Users affected: 440 Total occurrences: 672 Last occurrence: July 16th 2024, 2:40:01 pm First occurrence: December 31st 2023, 1:47:28 pm Latest version: ++UE5+Release-5.3-CL-29314046 Platform: Win64 ...
In a mesh asset, setting Navigation>IsDynamicObstacle=true will make the Navigation / Cylinder Collision projection appear in a wrong position. As described in the case, the fix should reside in Na ...
When a level sequence animates level visibility as well as skeletal animation on an actor within that sub-level, restoring state will first unstream the level, which will unregister the skeletal mes ...