BP instances placed in level cannot have their components' collision profiles modified to anything other than default and custom. Note that this did not occur in 4.22 (after applying the separate ...
The following code causes this behavior.// NiagaraSystem.cpp for (FNiagaraEmitterHandle& EmitterHandle : EmitterHandles) { EmitterHandle.ConditionalPostLoad(NiagaraVer); if (!EmitterHandl ...
There are a few issues a licensee has found with the skeletal mesh merge operation. See the UDN for more details and the proposed fixes. Note, the issue with the cloth merge is already logged in a ...
This is because the RebuildControlMappings function only checks this flag when you have a mapping that was already added, we should apply this for any new mappings as well. I'll update the repro s ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...
From this UDN: [Link Removed] Suggested fix:Override PostPasteNode to perform the GUID update andAdd validation on load to strip 'invalid' copies that do not correspond to a valid pin input ...
Crash when using a Self reference with a Custom Event variable that is using Pass By Reference. The crash only seems to occur if the setup was created in the Player Controller class. This was origi ...
A crash occurs when attempting to transform a landscape spline with a Level sequence open. It is important to note that no key framing or animating of the landscape spline control point is occurrin ...
When a spline component point is selected, attempting to select another spline component will cause the editor to crash. Crash also occurs if the same component is selected. Workaround: If the emp ...
This was able to be reproduced 100%. I encountered this during a Regression pass. I was trying to give myself more working space and remembered that hitting "Home" focused the space in sequencer, so ...