Up to date assets are cooked when a project is not located inside UE4 root directory. An Additional note from the user: "My impression is this issue is caused in part by FPaths::MakeStandardFilena ...
Disabling a shot from scripting will not affect evaluation of the sequence. ...
When looking at the details of a UObject contained in a Data Asset, some categories are shown even though they should not be. If a category is marked as hidden in the parent class, it will be shown ...
The user has come across various issues with using nested blueprint structs within a data table. The first issue relates to changing a variable in a child struct and setting it back then saving, cau ...
In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...
Changing the name of an Actor Component code class in a project results in any existing Blueprints that derive from code classes that use that Actor Component to not display the Actor Component's pr ...
From User: When frequently terminating and re-initializing the FConstraintInstance, there appears to be a leak when cleaning up the disabled joint, which leads to an ever growing list that gets sort ...
The CTRL+S shortcut does not save an opened Sequence it the Sequencer Window is undocked. Docking the Sequencer Window to the main window fixes the issue. I've reproduced the behavior on UE versions ...
This is a slightly common crash coming out of the 4.17.2 hotfix. Users have not provided any descriptions of their actions when the crash occurred. Source Context 951 /** 952 * ...
The Build All Levels editor action cleans up the world's NavDataSet (UNavigationSystemV1::NavDataSet) as pre-rebuild world cleanup by calling: SetNavigationSystem(nullptr); inside UWorld::Cleanu ...