Volumetric Lightmaps are not shared between Persistent maps that have the same sublevels. Also observed in Release-5.4, CL 32500436 ...
You can use the "Spawn Emitter Attached" function as a work around ...
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 ...
In a static lighting environment, moving static objects no longer marks the built lighting as invalid. This prevents the on-screen warning from appearing. Regression introduced in CL: 25964466 on / ...
When an NPC asset is duplicated, the ne wasset gets incorrectly duplicated parameters: one set with the correct names, and one set with the original namespace prefix embedded into the names. These i ...
Physics object from a streamed level does not interact with other physics objects in persistent level. ...