It appears that only custom event nodes support a deprecation message. In fact, we need all nodes that use delegates in some fashion to support a custom deprecation message. Both UK2Node_ActorBoundE ...
Users affected: 440 Total occurrences: 672 Last occurrence: July 16th 2024, 2:40:01 pm First occurrence: December 31st 2023, 1:47:28 pm Latest version: ++UE5+Release-5.3-CL-29314046 Platform: Win64 ...
A Geometry Collection with Removal-On-Break, after breaking and shrinking until vanished, will reset to the original state (full-size and unbroken) if we toggle between Fullscreen and Windowed while ...
In the SkeletalMeshBuilder, Nanite is generated when enabled regardless of the LOD being requested. Since the Nanite enablement parameter is set on all LODs in USkeletalMesh::BuildLODModel and LODs ...
Undo, redo, undo after issuing a replace actor action causes the editor to crash. Found on: //UE4/Release-4.13 CL-3078131 Crash reporter: [Link Removed] Regression from //UE4/Release-4.12 CL-3053 ...
Using the launch option in the editor will cause some maps in the "List of maps to include in a packaged build" to become dirty and require checkout when in a project that is connected to source con ...
Particle system light's module does not use Lighting Channels. The particle system itself will accept lighting from it's assigned lighting channels but the lights spawned from the particle system, n ...
Ctrl+Dragging multiple pins at once will sometimes drop pins This is a regression. The same setup was working in 4.12.5, but isn't working in 4.13.1 & Main (4.14) User Description: Blueprint conn ...
A hard crash can happen when applying auto convex collision to a complex mesh that is below a certain build scale or screen size. The meshes that cause this have higher poly counts and increasing th ...
This is a common crash affecting users in 4.16, unfortunately they have not provided any additional information. Source Context 406 if ( IndexPtr == NULL ) 407 { 408 L ...