Delegation issue with copied instances of a Trigger BP that is based off of the StaticMeshActor parent class. If bp Trigger A is placed into the level and then 2 copies are made (B & C), when C i ...
Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...
When packaging a project for any platform, If you have 'Show Collision' in an Execute Console Command, you will see the project crash once it is packaged. Log files from the crash have been attach ...
In a transition rule, the time assessed in "Time Remaining Ratio" Node does not include/factor time from the Pin Sequence of the animation node. For instance, if the original animation is 20 frame ...
If a user removes elements from an array in an instance of that blueprint in the level and then duplicates the actor (in the level ) containing the array, then the resulting actor will have the orig ...
This is a common and longstanding crash that has occurred since at least 4.11. However users have not provided any descriptions of their actions when the crash occurred. Source Context 107 ...
Using Windows scaling above 100% now causes Screen Space 3D Widgets to be offset. (Pressing F11 for fullscreen or launching will cause widget to appear in correct location) ...
Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...
In UE 5.6, heightmap texture compression was introduced. The original implementation did not consider duplicate pixels along subsection and shared textures (multi-component) boundaries. As a result, ...