Consider a UStruct with some basic type members, each one with a default value specified in the struct. Also consider a TSet or TMap with that struct as keys, used inside a UObject as a UProperty an ...
There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...
Users with large numbers of UObjects (500k+) that are using World Partition want to enable GC actor clustering to handle streaming levels but no performance gains are realized when enabling GC clust ...
When an animation is currently blending out due to automatic blend out or GameplayLogic, further StopMontage with specific BlendOut will not update the time to blend out of the current blending out ...
Sampling Cloud Shadows when rendering the Sky Atmosphere can incorrectly assume that the view is located at the planet's North Pole. This causes distortion in the shadows when using a sphere-shaped ...
There seems to be an issue with how Nanite tessellation and Landscape interact with two sided landscapes. When the camera's near clipping plane is past the landscape's surface the displacement of th ...
A change has been done to the TSoftObjectPtr class that warns when constructing a pointer-to non-const from a pointer-to-const. This change makes sense and is correct. Example: UTexture2D* Loade ...
StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...
I would like parity with legacy: 1) only one material 2) socket to be imported Box_Socket file imports same in legacy and interchange: it is just box and socket without collision. ...
Asset Details > Additive Settings when retargeting are copied over but reference to the animation sequence that was used in the original is kept. Batch retargeting process correctly identifies that ...