When we unlink the layer, we call UAnimInstance::PerformLinkedLayerOverlayOperation In that function, ClassToSet is null, so we loop over the layer nodes and call SetLinkedLayerInstance(this, nullp ...
In the UE5 case, we end up seeing very harsh lines in both the gradient and the distance to nearest surface examples whereas the results in 4.27 appear smooth. It was also interesting to observe c ...
When playing AnimMontage with BlendOutTime set to 0.f with AnimNode_Slot of AnimBP, it seems that the last frame pose may not be evaluated. this issue does not occur in high frame rate and does not ...
This is a regression. Assertion thrown while attempting to change a Float value on a Sky Light component using the Set Editor Property node. Different property values can trigger this assertion bes ...
One of the problems is Editor can not get correct SVN status of collections at launch. The following workaround enables to get the correct status. FCollectionStatusInfo FCollection::GetStatusInfo() ...
On Windows: Gamepad_Special_Left is triggered by pressing the touchpad button On Mac: Gamepad_Special_Left is triggered by pressing the "Share" button ...
When creating a C++ class and compiling utilizing Live Code, upon creating a blueprint class utilizing that C++ class as it's parent and restarting the editor, the blueprint class loses it's parent ...
Widget components set to "draw at desired size" won't draw any smaller than 100x100. This looks to be related to the hard-coded desired size of the SPopupLayer (callstack attached). This problem did ...