Without Iris enabled, UNetDriver::NotifyActorDestroyed will handle creating destruction info for dormant actors, including any initially dormant, statically placed actors. However, this path seems t ...
From licensee: The function AWorldDataLayers::GetDataLayerInstanceFromAssetName() uses different names in #WITH_EDITOR and without editor builds: #WITH_EDITOR config calls DataLayerInstance->GetDa ...
When inside an array is used a UStruct with a FGameplayTagQuery var that has the EditCondition meta that is evaluating inside the struct. When a new element is added to the array in the editor, if a ...
We should get to the bottom of this workaround and revert it eventually. Reported here: [Link Removed] ...
The user was having issues with setting the correct ENiagaraCoordinateSpace enum in their python script. This enum currently exists in the engine as both a user-defined enum (which is deprecated), a ...
HDRIBackdrop objects cannot be rotated in Sequencer. This issue can be resolved by setting the "Run Construction Script in Sequencer" checkbox to True in the "HDRIBackdrop" blueprint. If HDRI Back ...
Cascaded shadows disappear at some FOVs when far from the world origin. This behavior was not present in 5.2. Also found in CL: 32690246 in Release-5.4 ...
In Main, the reimport does not generate an error but the material instance is not updated. ...
WidgetComponent controls widgets through VirtualWindow, but VirtualWindow does not have HWND, so IME cannot be enabled. The following workaround enables IME activation. void FSlateEditableTextLay ...