The behavior of non-variable class pins has changed in 4.26 where abstract classes like AInfo are being excluded from class pickers for general utility functions like GetAllActorsOfClass. This is no ...
The proposed solution here is to make the casing of the path provided to the hashing function for the mutex consistent with something like:publicstatic string GetUniqueMutexForPath(string Name, stri ...
A licensee has reported that occasionally a race condition triggers a crash during the initialization of FVolumetricRenderTargetViewStateData. If FVolumetricRenderTargetViewStateData::Mode is not pr ...
Some reset to default buttons not appearing for UMG Appearance. This seems to only affect the Categories like Brush, Style or categories under Style like Normal/Hovered. Individual properties rese ...
When user promotes collapsed graph that has connection to custom event to macro, connection between that custom event and new macro is brokenThis is not the case when directly collapsing selected no ...
Print String does not persist when called on Event Tick within a Cinematic Camera Actor Blueprint. This could be problematic if users have a cinematic camera in their blueprints and using Event Tic ...
AI MoveTo Blueprint node will zero velocity, causing a stop when a new destination is set if the Pawn is currently moving. Regression: Yes Worked: 4.12.5 (CL 3039270) Broken: 4.13.1 (CL 3142249) F ...
Vertex Painting changes collision complexity if the asset is saved while vertex painting. The collision change is set to "Use Complex Collision as Simple". If this is intended functionality there sh ...
A crash from bad memory access can happen when clearing the textures in a Texture2DArray asset. This appears to be because the order of operations when deleting the platform data is: ``` if (Privat ...
When setting a project to only use dynamic lighting with the console variable r.AllowStaticLighting=false, the rendering of a Skeletal Mesh in Persona is corrupted. r.AllowStaticLighting=False: in ...