When custom RayTracingGeometry is created, a crash is triggered by an assert at: Engine\Source\Runtime\Engine\Private\Rendering\RayTracingGeometryManager.cpp line 252 "Unexpected entries in BuildP ...
If you create two actors that have the same structure of variables in a category, and you try to copy the category variables of one actor into the other, variables that have ReadOnly/EditConst speci ...
This has been tested internally using an editor utility widget yielding the same results. That small project is attached. BoundingObjectTest. 1) Open the project 2) Run the Editor Utility Widget ...
When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...
An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable. Here is a video with the issue: [ ...
Nanite meshes marked Hidden in Game do not have selection outlines in the editor. ...
ExportMaterialUVDensities() gets the incorrect value where the alpha channel is referenced (e.g. RegisterIndex of the texture is [3] or [7]) because FMeshRenderer::RenderMaterialTexCoordScales() use ...
When calculating an actor's NextUpdate time, a random delay is added: ActorInfo->NextUpdateTime = World->TimeSeconds + UpdateDelayRandomStream.FRand() * ServerTickTime + NextUpdateDelta; If this d ...
This can happen with any mode. What actually happens is, when closing the Editor, the Editor saves its layout before closing the active Editor Mode, which leads the editor to think the tabs are sti ...