After editing engine source files and triggering Live Coding, derived Blueprints that inherit from a Blueprint containing a ChildActorComponent cause UChildActorComponent::Serialize to run on a Live ...
I’m encountering an issue when working with Mutable/Customizable Objects in combination with Modular Gameplay Features (MGF). Expected: Child Customizable Objects that are located inside a disable ...
Picking a material of a section of a Nanite enabled mesh will not work correctly, while the same picking logic works fine for non-Nanite meshes. On Nanite meshes, the reported section index seems to ...
A licensee runs UbaAgent on Windows Server Core. This worked in 5.5 and 5.6, but broke in 5.7. After some investigation, they found that UbaAgent took a new (hard) dependency on qwave.dll in order ...
In the Level Editor, dragging the mouse while the "Alt" key is pressed performs one of the "Orbit" movements: OrbitRotation, OrbitPan, OrbitZoom. The same can be done while Piloting an actor. Howev ...
[Link Removed] Closed was fixed by CL 46990575, successfully avoiding an ensure condition inside FIntervalStructCustomization::S ...
Upon light debugging, it seems like the overrides depend on the name of the actors in the LI. The duplicated LI does have FLevelInstanceActorPropertyOverride but the Actor names were not updated upd ...
Context: The Window tab allows a user to open the Levels window in order to add a sub-level to a persistent level. For Unreal Engine 5.0 and beyond, World Partition has made the Levels window obsole ...
This is an edge case that can also be caused when a Level only contains actors were `SupportsExternalPackaging` is false. This is likely the case for the "empty" level which surely contains a Level ...