Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...
When a component is removed from a class that exists as an instance with external actors enabled, a deleted BP component on an actor will remain referenced by the instance. Disabling External Actor ...
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 ...
CreateD3D12Texture causes two OnLowLevelAllocs in LLM to be called with the same pointer and the same channel, leading to a warning. LLM WARNING: Replacing allocation in tracking map. Alloc/Free Mi ...
When an object, such as a cube, is animated in sequencer and that object's path intersects a stationary character with a character movement component, the object will pass through the character with ...
When selecting an asset in a level instance that is being edited via LevelInstance/Edit, the silhouette of the object is visible through occluding nanite meshes. This has the effect of disabling th ...
SAssetView::SetMajorityAssetType for most asset types randomly picks a visible asset to grab the metadata from, which is what derives the CB columns. This can become a problem if the random asset it ...
When using SVN, when deleting an asset in Unreal Editor and replacing it with another asset, the checkout fails and the references connected to the previous asset are broken. ...
Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...