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 ...
Defining a ChildActorComponent in code, then setting the component to a blueprint derived from another code class causes the editor to crash when opening the parent blueprint if any changes are made ...