When launching the editor with the -AsyncLoadingThread command, the engine uses an asynchronous thread to load and instantiate UObjects. At this point, if the instantiated UObject contains an FData ...
It seems this can happen if the timeline component on the client receives an update from the server for the final position of the timeline, causing it to be set as no longer playing before it has a ...
The licensee identified a number of cases where loading assets will trigger convex hull generation warnings:If the first 3 verts in the set are colinear (in which case IsPlanarShape() returns true b ...
For example, if you have the engine in a different stream and specify an exact CL to use on the import path, you then update that import path to a later change with a higher CL number than that of t ...
The unreal.ControlRigContextMenuContext.get_control_rig_blueprint() this function has been deprecated in Unreal Engine 5.7. As a result, the Python scripts included with the Control Rig plugin no ...
When a Composite Data Table is included in the "Gameplay Tag Table List" on the Project Settings, making and saving changes to one of its Parent Tables does not cause the Gameplay Tag Tree to refres ...
A possible race condition allows texture instance views to read uninitialized bounds, causing either garbage or zero screen size values to be returned by FRenderAssetInstanceAsyncView::GetRenderAsse ...
When a UWidgetComponent has its widget assigned dynamically at runtime using CreateWidget and SetWidget, drag & drop operations fail in Standalone Game and packaged/game builds, while working correc ...
When Saving the level, ULevelInstancePropertyOverrideAsset::SerializeActorPropertyOverrides will run UStruct::SerializeTaggedProperties to "diff-serialize" each object against its archetype (the LI ...
When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame. In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...