When running in the Editor, actor owning a UCameraTestComponent that sets DesiredView.Rotation Pitch below -90 or over 90 will attach to the Editor Camera as if it was being piloted. The licensee re ...
Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...
When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...
When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...
When the Mobile Previewer loads, the Safe Zone widget is not working properly at startup, and requires a window resize to update to the correct Safe Zone. ...
This isn't a hard crash, but a "verify(...)" from MaterialExpressions.cpp, line 559. ...
The editor crashes when creating a local collection of the same name by typing certain characters in the search box of the content browser. This does not reproduce in UE5.4 and is a regression in UE ...
In SkeletalRenderNanite.cpp / FDynamicSkelMeshObjectDataNanite::UpdateBonesRemovedByLOD, bone indices are of type FBoneIndexType (defined as uint16 from BoneIndices.h), instead of int32. On line 18 ...
After reparenting a blueprint and inherited components from the previous parent are removed, trying to give a new component the same name as a previous component causes a crash inside UObject::Renam ...
Editor Utility Widgets (EUW) can be used to script editor behavior. One use case is the automation of asset creation. A licensee has reported that when an EUW is used to create an asset, for as lon ...