A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ do ...
Icons are being occluded when you shrink the actor panel in Sequencer. The expected behavior from the rest of the editor is to prioritize the functional UI elements [Image Removed] ...
Sequencer Actor details panel lacking parity with Matinee Actor details panel ...
If the user sets up Suspend Clothing Simulation in the Construction Script of a blueprint, it will not work when playing. It will work if setup in the Event Graph on Begin Play. ...
Two ensures fire when opening the TM-ShaderModels Map in QAGame with the -onethread argument. The callstacks look identical with the exception that one is for a pixel shader and the other is for a v ...
When loading individual events/sounds in an FMOD bank file, the cook will emit a warning for each asset which pollutes the log file with superfluous messages. This is because the actual event/sound ...
Causing a Nav Mesh update, such as by moving an actor into the NavMesh that will create a hole, seems to be breaking Nav Link Proxies by preventing characters from being able to use them. ...
When attempting to move a folder 1 that contains a level/map to another folder 2, a duplicate of the folder 1 containing the level will be generated in folder 2 while the level and original containi ...
When FAssetRegistry::SaveRegistryData() is invoked for a umap redirector it will fail the check check(!bIsMap || (InDependencyType == EAssetRegistryDependencyType::Soft)); Because the redirector ...
Foliage instances are behaving strangely when playing splitscreen multiplayer in a single instance window. The instances will cull in and out of visibility depending on the size of the current playa ...