In the new implementation UAssetDefinition to define the actions for asset we found that it isn't possible to delete or hide actions from parent classes due to the ToolMenu system works with delegat ...
This seems to occur because the original listen socket is still around when the instance tries to create the new one, even though it has been marked for deletion. The issue does not occur when FStea ...
When the game window is maximized on any monitor other than the left most monitor, the mouse will not interact with the game window. ...
A licensee has encountered a crash when loading Sequencer Assets that occurs in BlendSegment during a sort lambda. It's possible to end up in a situation where the SourceIndex being sorted is larger ...
New Material for the new RiftS/Quest controller meshes does not have roughness mask connected. With roughness connected controller looks better (Shiny buttons, Matte Grip) but I want to call out a ...
LocalHeightFog actors placed in levels for 5.3 projects are invalid and not appearing in levels after the project is upgraded to 5.4. This is likely due to LocalHeightFog being renamed to LocalFogVo ...
Rejected widget object for paste action from other widget somehow remains in the widget editor making name conflict for other widgets. ...
If the user presses down and drags off screen without lifting their finger/releasing mouse button then the "Get Input Touch State" node does not return false (for the Is Currently pressed pin). It c ...
If the use adds a "Key Get Display Name" node to their character blueprint, the compile button will not update to the green check mark. It continues to show the Orange box with the question mark (as ...
Changing the name of a physical surface that has already been applied to a physical material will cause a crash, if you try to reapply the renamed physical material from default. The physical materi ...