ULocalPlayerSaveGame::AsyncSaveGameToSlotForLocalPlayer was designed to properly support multiple in flight requests at the same time, but the current code does not work correctly and this can cause ...
We are using Mutable and right now we can't overwrite already baked SK instances. This occurs when, we have a set variation for a character and we address a feedback on one of the used skeletal mesh ...
An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...
Upon light debugging, it seems like the overrides depend on the name of the actors in the LI. The duplicated LI does have FLevelInstanceActorPropertyOverride but the Actor names were not updated upd ...
Version: Main branch 46320669; 5.7 Preview Epic Launcher pre-built; Issue: Playing a <sequence> that is withing a <level instance> turns back on gray <level instance editing> visualizing shader e ...
Context: The Window tab allows a user to open the Levels window in order to add a sub-level to a persistent level. For Unreal Engine 5.0 and beyond, World Partition has made the Levels window obsole ...
This is an edge case that can also be caused when a Level only contains actors were `SupportsExternalPackaging` is false. This is likely the case for the "empty" level which surely contains a Level ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
Crash when binding to new components that have spaces in their name and you attempt to access their bindings. ...