If an actor that is used in the pooled actor list of UMassActorSpawnerSubsystem is destroyed, it causes a nullptr exception in UMassActorSpawnerSubsystem::SpawnOrRetrieveFromPool. The subsystem atte ...
Notice that the actors created through dataprep does not exectute the construction script while the actor spawnd directly in the scene does. Reported in the UDN [Link Removed] ...
This needs to be debugged to see where the data discrepancy comes from. ...
When spawning an actor, we don't seem to replicate the scale if it's set to (1,1,1), even if the root component's default scale is different to this. This results in the client using the default sca ...
Game.ini:[/Script/Engine/AssetManagerSettings]:PrimaryAssetTypes is an ini setting to specify which PrimaryAssets should be used by the engine during cook to specify which packages gets cooked and w ...
The user has added a property to material expressions input node that has a complex expression in its "EditCondition" which isn't supported and results in a crash. Investigate adding support to thi ...
The bone proxy details customization for the animation editors doesn't currently reset modifications correctly. When a transform channel is modified and then reset, the bone proxy doesn't start liv ...
If you set ComponentClass override in child class BP and grandchild class BP respectively, it is ignored in grandchild class. This issue is probably related to [Link Removed]. The fix for [Link Rem ...
A UDN user has requested that we expose the VertexID as a Material Editor graph node. According to a brief thread with [Link Removed] , this is a useful feature to add. https://udn.unrealengine.com ...