UNiagaraComponent does not override IsReadyForOwnerToAutoDestroy, so it always returns true. This gets checked every tick if an actor is set to auto destroy, so actors with Niagara Components do not ...
If you scrub past an animation with keep state, and scrub into an animation with defaults everything is fine. When you scrub back to the animation with keep state, the animation breaks, until there ...
Importing two or more Textures into the Material Editor results in a crash. This is a regression from 4.24.3 (CL-11590370) as well. This was reported and tested in 4.25 Preview 2 (CL-12055273) and ...
Changing levels with ClientTravel() breaks ability to activate sequence. Client Travel API: [Link Removed] Confirmed in 4.22 MAIN at CL 4503321 ...
The Editor crashes when using the new audio mixer and adding/removing a USB headset to the PC. ...
The Editor will crash when attempting to delete a variable from a Blueprint struct. This crash does not seem to happen if save the map with the actor in it. ...
Attempting to bind a custom event to a server-only delegate property currently fails to validate after compiling a Blueprint. ...
Sequencer bindings are lost when creating Sequence Player after loading a Sublevel using LoadLevelInstance. This was reported and tested in 4.21.2 (CL-4753647). This was reproduced in 4.22.3 (CL-7 ...
Systems that have more than one emitter that both have unique spawn rate curves will only used the most recently added emitter's spawn rate curve for all emitters. ...
Enabling the disaster recovery plugin causes a memory leak when importing and editing a large amount of textures. This can result in either a system lockup or a crash. ...