This issue was reported in the context of adding and setting parameters on StateTrees, Tasks and related assets, but its root cause lies in the structure FPropertyChangedEvent and can possibly affec ...
When a StaticMeshComponent has a scale component of zero in WorldSpace (after accumulating with the hierarchy from the root to it), function UPrimitiveComponent::OnCreatePhysicsState() logs the warn ...
On the details panel of the StaticMeshLocation module, when expanding the dropdown of the MeshParameterBinding property, user parameters of type StaticMesh don't show up (only those of type "Object" ...
Changing the ComponentClass of a ACharacter twice and trying to set a SkeletalMeshAsset crashes the engine with a "Cannot replace existing object of a different class" message. The conditions to re ...
Structure FKeyHandle stores an internal index, which is initialized from a static atomic counter in the default constructor: +----- FKeyHandle::FKeyHandle() { | static std::atomic<uint32> LastKey ...
While active and ticking, the built-in FS_MasterField actor instance continuously creates several new components every frame, which are never cleaned up until the actor is destroyed. This can happen ...
Note: This issue was reproduced in UE 5.7, and it works correctly in UE 4.27. Prior to CL 24938100 (between UE 5.1 and 5.2), all existing factories were discovered and registered during engine init ...
When using the following RHI/Render thread/GT sync configuration:r.OneFrameThreadLag 1r.GTSyncType 1 The previous skinning bone data can be corrupted and introduce visual artifacts on everything us ...
When dragging the Details Panel in a Blueprint across the event graph the editor will crash. [Link Removed] ...