From Licensee: You can reproduce this in stock by doing the following:Make a new 5.1 project with a new WP map (it can be empty)Put some actors in some folders in the outliner and save them/reload ...
LyraHealthComponent has an OnHealthChanged callback that is executed whenever a character takes damage. One of the parameters is Instigator, but that is never set properly in the current version of ...
Can not save the map file, if trying to edit a LevelInstance in a PersistentLevel where multiple LevelInstances are placed. The workaround is to open and edit the LevelInstance as PersistentLevel. ...
The GameFeatureData asset used by the game features subsystem supports defining extra paths to scan for asset manager assets specific to that plugin. Originally this system only supported relative p ...
This is a regression from 5.0.3 tested in the following streams:BranchChange ListResults//UE5/Release-5.020979098Did not reproduce//UE5/Release-5.123901901Reproduced//UE5/Release-5.224608918Reproduc ...
The reimport process does not respect the new source path. Below is a workaround. UE::Interchange::FAssetImportResultRef FReimportManager::ReimportAsync(UObject* Obj, bool bAskForNewFileIfMissing, ...
[External Code] UnrealEditor-Core.dll!FEventWin::Wait(unsigned int WaitTime, const bool bIgnoreThreadIdleStats) Line 1515 C++ UnrealEditor-Engine.dll!FAsyncTaskBase::WaitCompletionWithTimeout( ...
When Blueprint default values are edited, those edits will also be propagated to any active instances in the level. Each edit event will mark the level as dirty. Similarly, in a World Partition map ...