When a property is created in this way, a local variable with a Private flag is generated. Since such a variable is generally not desirable, it would be better to remove the Private flag upon pastin ...
All Megascans assets no longer appear in Twinmotion 2025.2 hotfix (46767548). Other libraries do not appear to be affected. ...
There's an issue when assigning a bitfield bool to a native bool in Blueprints. Currently, the engine erroneously treats the memory for a local bool as a uint8 bitfield, which is undefined behavior. ...
While Niagara Fluids Plugin is active it creates a memory reference of any saved level regardless of being actually used. Simply enabling the plugin shows a memory reference while deleting the level ...
The Geometry Collection Dataflow node CreateGeometryCollectionFromSources is breaking Material Assignment. As the licensee has pointed out, this previously worked in 5.5. The most probably cause fo ...
If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...
Class "FBlueprintEditor" has several inline getter methods as part of its public API (e.g. GetPreviewActor() and GetPreviewScene()). However, even though they are public, those methods are inaccessi ...
See slack thread: [Link Removed] Resume : In the context of the object substitution for Revit, when TM starts, it exports a csv listing the available objects and their corresponding thumbnail. This ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...