This seems to be a threading issue, as forcing the editor to run single threaded with -onethread makes the assert not reproduce. ...
See attached gif for popping behavior. The issue does not occur if using the Enter hotkey or clicking the Add Keyframe button. The issue also does not occur on static or skeletal meshes. ...
The user suggested scaling the TitleBarSize in SWindow::GetClientRectInScreen by GetDPIScaleFactor(), which makes sense to me but doesn't seem to solve the issue entirely. ...
User reports a difference in how component visualizer clicks are handled in editor vs blueprint viewports. This is likely not intentional, just a case of a difference in control flow in each viewpor ...
A simple search for `NewStyleOutput = true` will reveal the many instances where this flag is already forced on, including media plates and media bundles. This however means that we have incompatib ...
If using the Legacy renderer (Movie Scene Capture) with DefaultRHI DirectX12, there's new delay and also some frames get weird artifacts. However, the delay and artifacts do not appear when using ...
When creating a GameplayEffect, modifiers can tag requirements for the Source and Target tags. For Duration gameplay effects, these tag requirements are checked from FAggregatorMod::UpdateQualifies ...
This is a regression. Testing //UE5/Release-5.1 CL23901901 When selecting BP_FirstPerconCharacter at run time in a project that has C++, Quality as Scalable, and Ray Tracing enabled the editor free ...