In the attached project, when we initially add a control rig track for the actor with multiple skeletal mesh components, we add the control rig for the correct component because FControlRigParameter ...
Node operations cause all of the collapsed nodes to be auto expanded. This is disruptive when working with complex hierarchies because you can't hide irrelevant components. ...
Changing user defined struct values appears to break any nodes that use pin splitting for the given struct. It would appear that some parent pins aren't set correctly during reconstruction, which or ...
This is not a regression. Tested in //UE5/Release-5.1 CL23901901 Changing materials before making a change to a model with cube grid causes that previous selected material to be added to the model ...
UGS displays a prompt if syncing to latest would sync back before changes the user submitted themselves. It would be nice to allow them to keep their own files at least. ...
From licensee: If I create a function in a Blueprint Interface or Blueprint Function Library and leave it in the Default category, it shows up in the "All Actions for this Blueprint" menu under "Cl ...
https://udn.unrealengine.com/s/question/0D54z00008xo1TpCAI/commonui-left-thumbstick-input-do-not-trigger-onkeydown-properly-even-if-there-isnt-any-navigation-event-being-triggered?fromCase=1 ...
Read-only nodes used in math expression should use CommutativeAssociativeBinaryOperator when appropriate. Even though these nodes can't be modified, there is the occasional need to copy these nodes ...
There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...