Dragging a BP actor containing a child actor component of an actor class with a static mesh as its root component into the scene viewport will cause artifacts and hit SceneData.AttachmentCounter.Get ...
It is possible for the while loop in UnrealEditor-SubobjectDataInterface.dll!USubobjectDataSubsystem::GetActorRootHandle(const FSubobjectDataHandle & StartingHandle) Line 815 to not terminate when ...
Getting a crash when trying to access a non-empty TSet or TMap local variable in a blueprint function. This is only occurring with local variables. The issue also does not occur if the TSet or TMap ...
This is due to the same reason behind [Link Removed], as the stack object is passed to MARK_PROPERTY_DIRTY rather than the array property's owner. ...
This issue may be badly implemented, but the reference to the VTable may be incorrect during a hot reload. Crash always in sample project. Summary:Call ForeachRow function in Custom Struct constr ...
Calling UMoverComponent::IsModifierActiveOrQueued() immediately after calling UMoverComponent::K2_QueueMovementModifier() will return false. Checking the code, IsModifierActiveOrQueue() calls FindMo ...
When renaming actors during PIE the actor generates a new, non memory/temporary, actor package underneath the PIE world- this is then causing checks in EnumerateMemoryAssetsHelper (in AssetRegistry. ...
It seems that when reimporting a mesh that has added bones we aren't updating the compressed data within the anim sequences to account for the change in indicies of the virtual bones. If a user cal ...
It seems that the compressed animation data within an anim sequence is not updated immediately when a virtual bone is added to a skeleton. If the user attempts to call UAnimSequence::GetBoneTransf ...