In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...
Property Editors for asset types allow you to drag assets from the Content Browser into them, or to make a selection using an Asset Picker widget. Some examples would be selecting Static Meshes or M ...
A licensee has hit an access violation issue due to a movie scene containing a reference to an invalid child object binding. It triggers in the following method: UMovieSceneFolder::PostLoad // Vali ...
There is a texture mismatch between the expected texture samplers and actual texture samplers for SingleLayerWater materials that use the Material Function StencilMaskCompare. Also tested on UE5.5, ...
(Pulled from associated UDN) Data Table quality of life suggestion Data tables are one of the more useful asset types for managing 'big data' in the engine. Problem is, the spreadsheet view, which ...
Implementing an EventHit node in a Geometry Collection Actor and printing the Names of the returned values, it wrongly returns the reference to this Actor (self) on the Other actor object reference, ...
The Niagara viewport will crash when rendering opaque sprites if Mobile Multi View and the mobile preview are enabled. Additive materials do no crash, and if the viewport is not set to lit it does ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...
FindTextInLocalizationTable can't find a translation to an entry when the translation is the same as the looked up key because FTextLocalizationManager::DisplayStringLookupTable don't keep entries t ...