On welding physics bodies during primitive component attachment, UPrimitiveComponent::WeldToImplementation() calls GetRootWelded() and then GetBodyInstance() on the returned root. This searches by b ...
Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...
Since UE5.6, ControlRig.EnableAnimNodePerformanceOptimizations is enabled by default, and this appears to be causing the issue. Specifically, when the control rig’s construction event is processed, ...
When an NPC asset is duplicated, the ne wasset gets incorrectly duplicated parameters: one set with the correct names, and one set with the original namespace prefix embedded into the names. These i ...
When an MPC is selected as the Source Material Collection for an NPC, all of its current parameters are carried over to the NPC with their current values. After that, if parameters are added to, rem ...
A PCG actor is assigned to a DataLayer and placed inside a Level Instance. Then that Level Instance is placed into a World Partition map. When the SpawnActor node in the PCG graph is set to MergePCG ...
When using CastChecked<>(), the second parameter can be passed as ECastCheckedType::NullAllowed to make the check succeed when the input is nullptr. However, in UE 5.5 up to the latest engine versio ...
In Niagara, Mesh Renderers expose a "Meshes" array for selecting the meshes to be rendered. On each array entry, a property "Mesh Parameter Binding" is available and allows the user to override that ...
When a node has a variable assigned to one of its pins. You will get a crash every time you add a pin. I am sure this goes for all nodes with with the "add pin" functionality [Link Removed] ...