Enabling the ScriptableToolsFramework plugin causes compile errors in shipping configurations. This also applies to any plugins which depend on it, such as the ScriptableToolsEditorMode plugin. Thi ...
When an Actor Component contains an Instanced UObject array marked EditDefaultsOnly, adding a new element to the Blueprint defaults correctly updates the Blueprint and its own Property Matrix. Howev ...
A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in [Link Remo ...
UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...
During seamless travel, when a client loads into the destination level it will call APlayerController::ServerNotifyLoadedWorld, including when it finishes the travel before the server. When the serv ...
While the OnLobbyMemberLeft event does seem to be fired correctly, the remote member will still be in the lobby's "Members" map, and its data can still be found in FLobbyClientData::MemberDataStorag ...
Geometry Collections (GC) built with "Use Root Proxies" rendering/transform positions ignore the original root node rotation and can lead to unexpected behaviors. If the root node of the GC was rot ...
A typo in a conditional compilation macro in NaniteRasterizer.usf causes code controlling distant tessellation reduction to never be included in final shader code. This means that the low tessellati ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
When a static mesh has the property Affect Indirect Lighting While Hidden enabled, toggling its visibility via the Outliner eye icon does not hide the mesh in the editor viewport. The actor remains ...