UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...
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 ...
Context: When editing SplineComponents in the level viewport, right clicking a spline point has a context menu action "Snap to nearest spline point". Problem: The problem is, Snap to nearest spline ...
Context: A Child Actor Component allows an actor in Unreal Engine to contain another actor as its child (component). Problem: The problem is inconsistent handling of child actor component mobility ...
Context: GameUserSettings stores user settings for a game, for example graphics and sound settings. The Scalability settings provide a way for to adjust the quality of various features in order to m ...
Context AController has a blueprint assignable delegate that fires when the possessed pawn changes. This should fire in both singleplayer and networked games. The bug is reproducible in single play ...
It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...
The Lyra's Readme.md from Github is not clear on how to setup the project for usage. Following the https://github.com/EpicGames/UnrealEngine/blob/ue5-main/Samples/Games/Lyra/README.md instructions a ...
Can be mitigated by reopening the Level. There is a repro project provided by the licensee on the case ticket. ...