Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...
Consider a Niagara System with an Emitter in "Global Space" that has "Interpolated Spawning" active and a "Spawn Burst Instantaneous" module with a "Spawn Time" of 0.0 (for example, the built-in Con ...
In world partition levels, deleted actors can become unexpectedly unloaded prior to saving, causing loss of work. Specifically, this issue occurs after the undo history has been cleared (either manu ...
When the function UDataTableFunctionLibrary::FillDataTableFromCSVString() is used from Editor Utility Blueprints or Python Scripts, and the contents of the affected Data Table are currently being vi ...
When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...
Geometry Collection cluster handles leaking and causing ensures with field systems. The licensee has shared their analysis: We have been tracking down an assert that seems to happen occasionally wh ...
When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...
When adding a sub level with world partition streaming to a main level where the streaming is also enabled, setting* Level Behavior* of the sub level to Standalone, and saving the result, in the fir ...
I've attached a project with the necessary materials that demonstrate this issue. I would expect that just because a Set Material Attributes node is inside a material graph it wouldn't affect the de ...
[Link Removed] I have this set up so that FX artists can stack UV manipulations, so I don't want to just have all the UV manipulation in the layer with the base color, even though that does give me ...