Reported by a licensee. More discussion in the linked UDN case. "Sometimes the WorldPartitionBuilderCommandlet will fail after encountering this error:" Error: Assertion failed: HierarchyNodeIndex ...
Implementing an EventHit node in a Geometry Collection Actor and printing the Names of the returned values, it wrongly returns the reference to this Actor (self) on the Other actor object reference, ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...
When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...
The following ambient occlusion console commands have issues: r.AmbientOcclusion.Compute ? The help text state it only works console but it also works on PC and likely other platforms. r.GTAO.Use ...
Unreal Editor can get in an infinite while loop when the action Asset->Source Control->History is used in a Blueprint Asset. Reportedly, this issue is only encountered when using the Branches featur ...
When a Material Instance is loaded that has a nullptr layer in StaticParametrs.Materiallayers. The Material Instance will create it's own CachedExpressionData but the ConnectedParameterMask will be ...
A Geometry Collection with Removal-On-Break, after breaking and shrinking until vanished, will reset to the original state (full-size and unbroken) if we toggle between Fullscreen and Windowed while ...
The FKey structure represents a user action input such as a keyboard key, a mouse button/wheel, or a gesture in VR. For the keyboard, it can represent any pressable key, such as letters, numbers, sy ...
FKismetCompilerContext::CreateUserDefinedLocalVariableForFunction() does not copy the metadata from the source FBPVariableDescription entry. Class variables work because there is code for that in FK ...