When we reset the material to fbx we should take care of the LOD since we will change/reorder the material slot array. ...
AbilitySystemComponent crashes when RemoveActiveGameplayEffect is called during world teardown for an active gameplay effect that ticks periodically, by unsafe GetWorld()->GetTimerManager() access w ...
When spawning an actor, we don't seem to replicate the scale if it's set to (1,1,1), even if the root component's default scale is different to this. This results in the client using the default sca ...
Saving and reloading a Blueprint instance with a compilation error, a.k.a., "Bad Blueprint" will lead to a transform reset when the Blueprint is successfully recompiled. ...
ARecastNavMesh.bPerformVoxelFiltering doesn't seem to be working anymore. ...
The FGCObject::AddReferencedObjects() can be called during the LoadObject for the cloth debug materials, while the material object pointers are not yet initiliazed, causing the editor to crash. ...
FMassArchetypeData::ExecutionFunctionForChunk is using wrong mappings while binding shared fragments. It's using RequirementMapping.ChunkFragments while it should use RequirementMapping.ConstSharedF ...