The function UClothingAssetFactory::ImportToLodInternal that set the FClothPhysicalMeshData structure is not call again when we re-import so the vertex colors are not updated. ...
Renaming a Blackboard Key removes it's references in the Behavior Tree ...
A packaged project will crash if a TMap that uses an enum as the key is accessed. This was also tested by launching the same project onto an Android device, which showed the same results. ...
Using BuildGraph to create a local binary build of the engine fails if the BuildConfiguration.xml file has bUseUnityBuild and bUsePCHFiles both set to false. The build fails due to some missing Json ...
ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene. During my investigations I've noticed that ChaosCacheManager does not reco ...
When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably. Added to .h: UPROPERTY() UBoxComponent* BoxComp; UPROPERTY() USkeletalMeshCompo ...
Setting an image to be used as the Marketing Icon results in the icon being displayed at full size and interferes with the ability to scroll through the full iOS section. ...
A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
A few users are experiencing strange network traffic from UDP Messagine. They notice it on other devices connected to the network. In some setups, it can even cause you to have cable TV interrupti ...