When moving an Actor that is referenced in the source level, UEditorEngine::CopySelectedActorsToClipboard will try to select the Actor for delete which will pull the \"Delete Referenced Actor\" dial ...
Note: This issue was reproduced in UE 5.7, and it works correctly in UE 4.27. Prior to CL 24938100 (between UE 5.1 and 5.2), all existing factories were discovered and registered during engine init ...
1. Non-Deterministic LastAuthority Serialization LastAuthority is assigned in USplineComponent::Serialize. Its value depends on the order in which the object and its archetype are serialized, leadi ...
There is a bug affecting DetailGroups in the engine. When adding child DetailGroups to a parent DetailGroup, the expansion state does not behave as expected and ignores the flags intended to control ...
The cursor position is no longer updated during drag and drop, so drag-over events cannot respond correctly. Commenting out the following code in WindowsCursor.cpp works as a workaround ( the behavi ...
Note: This started happening in UE 5.4 and persists up to latest. It is probably related to [Link Removed] Closed ([Link Re ...
This is a regression, here's the repro in FN/Main (48954958) : [Link Removed] And now in UE5.7 (48496583) : [Link Removed] ...
When an Actor Component contains an Instanced UObject array marked EditDefaultsOnly, adding a new element to the Blueprint defaults correctly updates the Blueprint and its own Property Matrix. Howev ...
Unreal currently locks any assets that are loaded. Actions such as "revert" from within the editor handle this properly by unloading the asset but unshelving from within the editor does not respect ...
[Link Removed] Closed was fixed by CL 46990575, successfully avoiding an ensure condition inside FIntervalStructCustomization::S ...