This seems to occur when the subobject is considered unreachable but is not yet pending kill/marked as garbage. In this case, IsValid returns true while FWeakObjectPtr::Get returns nullptr for the o ...
Licensee reports issue with setting roll on a spline component control point. ...
Following code works as a work around. The code updates placement information of instances. TMap<UFoliageType*, TArray<const FFoliageInstancePlacementInfo*>> AInstancedFoliageActor::GetInstancesF ...
Some key lines in the code:Engine\Source\Runtime\MovieSceneTracks\Private\TrackInstances\MovieSceneCVarTrackInstance.cpp:177 --> Apply CVar when entering sectionEngine\Source\Runtime\MovieSceneTra ...
Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...
Property Coloration View Mode is not supported by Nanite. (Left cube is Nanite and isn't affected by the Property Coloration view mode) [Image Removed] ...
It seems that when comparing the custom versions for a replay (in the "operator<<" defined in ReplayTypes.cpp), the value retrieved from the FCurrentCustomVersions is not the value set at runtime, b ...
In the Animation Montage Editor, NotifyEnd is unexpectedly called when a time marker is in the middle of an AnimNotifyState and the animation preview gets paused. Because the Animation Montage Edito ...
The cause of this problem is the Engine has code paths which register a new allocated object to Map without deleting the previous object. In the repro project, whenever hitting Space Bar, the level ...