UDebugSkelMeshComponent and PreviewInstance are lost current animation asset. There are 2 ways to fix below void UDebugSkelMeshComponent::InitAnim(bool bForceReinit) { // If we already have Pre ...
UPaperSprite::PostLoad() now sets BakedSourceTexture, BakedSourceUV, and BakedSourceDimension (if AtlasGroup is nullptr). There's nothing in reimport that sets them, so they are stale/latch to the ...
When undoing a Replace Selected Actors operation, the resulting actor is corrupt and triggers an ensure where the root component is in the process of being destroyed. This is a regression that poppe ...
Certain characters within blueprint variables names will cause data loss when duplicating an actor instance. For example if a variable name contains '(', '{', or '[' it doesn't retain the variable's ...
If the client received AttachSocketName before AttachParent, USceneComponent::AttachToComponent will be called while AttachParent may be null, resulting in the received socket name being lost. When ...
Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...
See repro steps. The phantom references can be fixed by recompiling the child BP and saving it. Note that just loading ChildBP2 does not fix/remove the reference during compile-on-load, so it's a ...
Generated from CrashReporter Error Message: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000088 User message (Aritzia_Bistro.log): datasmith re-import ...
Demo drivers that are actively playing back a replay while still connected to another server as a client (via game net driver) will generate warnings due to the function forwarding code (UNetDriver: ...
The EDeviceScreenOrientation landscape values appear to be inverted on iOS based on the comments in the code. i.e.EDeviceScreenOrientation::LandscapeRight // The orientation is landscape with the h ...