This behavior is inconsistent with the behavior of non-nanite meshes, which receive light and cast shadows only from lights in the same lighting channel. [Image Removed] ...
Potentially related to [Link Removed], but distinct. ...
It seems that local variable creation in control rig isn't following the pattern with regular control rig variables (and general blueprint variables) where the last created and/or edited variable ty ...
The current implementation for inlining struct members is setup in a way where we start with the outermost struct and only recurse into any child structs if it contains the ShowOnlyInnerProperties m ...
An ensure in GatherSubobjectData is being hit under certain inheritance conditions. This appears to be similar and potentially related to [Link Removed] and the fix at CL 16377852. Stepping through ...
A user reported that UToolMenus::GenerateWidget will crash if UToolMenus::AddReferencedObject is called during the construction of a menu. Using the above in-code repro steps, I can repro this in a ...
UDN users have reported that expensive scene captures stall the render thread due to RDG flushing the RHI thread for resource deletion. This only needs to happen once per frame. ...
This seems to be related to the fix for [Link Removed]. Part of that fix made sure that the child actor component recreates the child actor when GIsReconstructingBlueprintInstances is true, as previ ...
When seamlessly traveling, FNetworkObjectList will have its data cleared. However, because FNetworkObjectList::Reset is called before FNetworkObjectList::ResetDormancyState, AllNetworkObjects will b ...
See slack channel: [Link Removed] ...