UAbilityTask_GrantNearbyInteraction passes itself as the source object when making the Interaction Ability Spec in UAbilityTask_GrantNearbyInteraction::QueryInteractables. This causes the "Warning: ...
When using the Subobject Data Subsystem (Engine\Source\Editor\SubobjectDataInterface\Public\SubobjectDataSubsystem.h), we often have to work with an instance of FSubobjectData (Engine\Source\Editor\ ...
In the blueprint editor when selecting multiple components and resetting a property that exists on both components to its default value, when the components had different default values the editor r ...
As reported by the customer in the related UDN case, when right-clicking a tree item on the Geometry Collection Outliner inside the Fracture Tool, the popup menu should display 4 options for setting ...
Arithmetic assignment operators seem to be applied twice when committed in the Niagara stack. This occurs when entering *= 2.0 for example into a float input. This may be the result of the SNiagar ...
FSequencer::UpdatePlaybackRange does not check the exclusivity of the new bounds when setting them, but UMovieScene::UpgradeTimeRanges does. ...
Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...
A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
proposed fix seems ok to me: UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...
It's possible for NaniteStaticMeshesInFlight to never be decremented because all the background workers are waiting indefinitely for the ones in flight to complete their static mesh build. ...