Non-instanced object ref properties are incorrectly being skipped at property initialization time when Blueprint class instances are spawned with the fast property initialization path enabled. This ...
The pawn character is added to APlayerController::GetSeamlessTravelActorList, so it'll be persisted during server travel. The Niagara component is spawned during BeginPlay and activated manually. W ...
To avoid confusing users when working with a Native Branching Point Notify set its MontageTickType to be fixed to BranchingPoint. ...
Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
Generated packages have to be constructed by the cooker via FGeneratorPackage::CreateGeneratedUPackage. Some fields on the UPackage are set and ICookPackageSplitter->PopulateGeneratedPackage is call ...
I think somewhere in Thumbnail Generator::Generate Thumbnail FromTexture() is applying this washout. ...
When using a DataTable based on a structure that includes TArray or TMap, if a row is not selected, the memory usage will continue to increase. This is because in SDetailsViewBase::Tick, ForceRefr ...
There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...
If a variable is renamed on a blueprint, then any child blueprints will lose their default values for that variable and reset to the parent's default value. This resetting only happens with the Chi ...