Deleting an actor that has soft references to it will not trigger a message box to confirm the deletion nor provide the list of other actors that reference it unless they are dirty. ...
As with shader compilation, some third-party plugins need to accumulate information about all UObjects cooked in a cook session, and write their data to a database at the end of the cook; the databa ...
It may occur that during loading screens, materials using material layers will load with GWhiteTexture before the real textures are ready. This seems to be because of a race condition due to PostLoa ...
Consider a Niagara System with an Emitter in "Global Space" that has "Interpolated Spawning" active and a "Spawn Burst Instantaneous" module with a "Spawn Time" of 0.0 (for example, the built-in Con ...
From licensee: The streaming bounds of an instantiated level instances are incorrect in the world partition editor. When the bounds are computed for a level instance during FLevelInstanceActorDe ...
In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...
This is a quality-of-life issue for UE users. The issue was also detailed by the UDN user in a video in the linked UDN case. The Blueprint Editor provides an "Override Function" functionality in th ...
The FLinearColor implementation for FVulkanDynamicRHI is incorrect. FLinearColor stores 32 bit floats in linear space, while FColor stores 8 bit integers encoded with sRGB applied. The implementatio ...