When using the Python plugin to add an existing level as a streaming level, the editor crashes. It seems that this happens regardless of what level is added or what the contents of that level are. A ...
When attempting to reset the location of an actor blueprint instance that was not created off of an empty actor placed at 0,0,0, the location gets set back to the original location of the empty acto ...
Some Presentations containing Phasing will display all phases simultaneously in the Twinmotion Cloud after the Presentation is launched. Issue is consistently reproducible for affected Presentati ...
REGRESSION: No, this is based on an older bug ([Link Removed]), but with new steps to reflect new editor behavior. When creating a blueprint from the Details panel, there isn't a unique tooltip for ...
When using the Reparent Blueprint node in an Editor Utility Blueprint, e.g. an Asset Action Utility, compilation errors will occur if you try to reparent a blueprint with a native parent class to a ...
A licensee is reporting that using a loading screen with the incremental garbage collector can result in a dead lock when a loading screen is displayed. The licensee found out that: -------------- ...
Calling the ApplySettings method on a UGameUserSettings object results in a noticeable hitch, with severity proportional to the number of primitive components present in the scene. This hitch stems ...
When the "Is Variable" box is unchecked for a BP-typed child widget, a variable will not be created at Blueprint compile time to reference the child widget in the nativized widget BP class. This bre ...
Within a UEditorScriptableClickDragTool tool, when attempting to watch the changes of an UENUM property using WatchEnumProperty() node, the property will never be able to be found during FindValid ...
FControlRigBlueprintActions::CreateNewControlRigAsset is crashing in ResolveObjectHandleNoRead. Looking at the control rig in UControlRigBlueprint::Serialize, it's marked as pendingkill but I'm uns ...