External changes to source control are causing state desyncs which get expressed in code as multiple operations on the same items in the same UI visit. This check is in place because when only using ...
Address Sanitizer (asan) is currently not working on iOS. This could be a helpful feature to get working again. ...
Currently FNotifyNodeInterface directly references notifies that live within the related anim sequence. This can cause intermittent crashes when notifies are removed as the UI can still reference t ...
When duplicating a blueprint interface, the GraphGuids of the original BP interface's function graphs are unchanged: function graphs across the two BP interfaces now have the same GraphGuid. This is ...
When a Material Instance with Layer Parameters is added to the Level Landscape, the Layer Names get added to the Localization Dashboard. ...
You can right click a level asset in the editor's Content Browser and do the action Source Control > Diff against Depot. However, this does not provide a useful diff window. It currently opens the d ...
CL 17315409 Introduced a fix that relied on processing audio samples before a render. For remote renders this extra 30 seconds of audio processing seems to have made its way into the final results. ...
Create a materialSet its domain to From ExpressionRecreate the node graph as in the screenshot Note that the preview sphere is black. ...
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 ...
The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...