The import dialog window is the legacy one and not the Interchange one. Auto reimport of modified FBX seems to be working properly with legacy or interchange selected depending on the CVar Rep ...
Actors that are removed from the world have UnregisterAllComponents called twice. Removal can be caused by unloading a data layer that owns the actor. In cases like exiting the application or destr ...
When UPrimitiveComponent::CreateDynamicMaterialInstance is called on a skinned mesh, and the input material is invalid, we call USkinnedMeshComponent::GetMaterial to get the base material on the exi ...
When Level Actors are converted into a Blueprint using the "Convert Selection to Blueprint Class" option with "Harvest Components" as the creation method, the conversion process does not sanitize do ...
If you have an Animation Notify State and set it up on an animation to start at the exact beginning of the anim sequence and finish exactly at the end (I have attached a picture of this). It doesn't ...
If an instance of a blueprint is in the scene selecting it and another blueprint and choosing the option to Replace references of the one in scene with the other will cause Critical Failure errors. ...
Re-importing animations from .fbx created in blender stops animation from correctly animating. ...
Custom functions can call Set Timer nodes. There are no other time related functions that can be called through custom functions. Calling a timer through custom functions seems to lead to editor cra ...