For two map placed actors, if one actor B's non root component is attached to another actor A, the attachment is not retained when actor A reruns its construction script, such as when moving actor A ...
Context: The Interchange Framework is Unreal Engine's import and export framework. When importing a mesh without collision, collision can be auto-generated. Problem: The problem is when importing s ...
When generating a random number using FMath::RandHelper() in the constructor of an actor, attempting to print that same number on BeginPlay returns a different value than the constructor. However, ...
We believe this is a bug in the D3D validation layer, rather than an actual error in our code. We're in touch with Microsoft about it, but I'll make this ticket to track the progress of that investi ...
The locations of individual point cloud points are empty in the array returned from the get_points_in_box_as_copies,get_points_in_sphere_as_copies,line_trace_multi functions. The last boolean argum ...
There's a cook determinism issue in the way UObject unversioned serialization handles UObject pointers pointing to garbage. Depending on GC timing, it can either be skipped (as a property matching C ...
Checking Override Attenuation in Details < Audio Component < Attenuation disables settings that further adjust the Attenuation. Such as: Attenuation Air Absorption, Attenuation Listener Focus, Atte ...
Class ref is not passed to server within the struct in UE 4.19. Instead, the default value is passed to the server. LogNetPackageMap: Warning: SanityCheckExport: CacheObject == NULL. NetGUID: 1, Ob ...
Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...
The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...