Ran into a crash when trying to programmatically add foliage to a large WP level with some unloaded IFAs. ...
In the blueprint editor when selecting multiple components and resetting a property that exists on both components to its default value, when the components had different default values the editor r ...
Short description from Licensee (attached UDN has more info):When streaming a level in and/or out (out especially in World Partition due to the bRequireFullVisibilityToRender variable usage) there i ...
Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...
We are seeing unexpected movement corrections sometimes when pushing one player character up against another character that isn't moving, or against other static primitives that have round features ...
From licensee:When a material instance is applied to a landscape in a scene and the user resets param in that material instance, that edit is not applied to rendered landscape (while it is if the ma ...
Attaching other actors to a child actor (actor spawned by ChildActorComponent) fails to serialize correctly as part of the map. The attached actor loads as detached and resets its position back to w ...
When validating a changelist, unrelated errors to the changelist can appear. Here's an example of running the validation on a cl named "temp cl" which just contains a single actor "Cylinder". The A ...
When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...
SetPrimaryAssetRules sets the "is overridden" variables (e.g. bOverrideApplyRecursively) based on a comparison with the global default rules:static FPrimaryAssetRules DefaultRules; ... ExplicitRu ...