While the OnLobbyMemberLeft event does seem to be fired correctly, the remote member will still be in the lobby's "Members" map, and its data can still be found in FLobbyClientData::MemberDataStorag ...
When useing marquee select on controls in the rig, their on screen size determines how likely they are to be included in the selection which isn't a reliable enough method for animators. Our workaro ...
We are using Mutable and right now we can't overwrite already baked SK instances. This occurs when, we have a set variation for a character and we address a feedback on one of the used skeletal mesh ...
Upon light debugging, it seems like the overrides depend on the name of the actors in the LI. The duplicated LI does have FLevelInstanceActorPropertyOverride but the Actor names were not updated upd ...
When "r.CreateShadersOnLoad" is enabled, cooking will crash due to failure to create a shader. This occurs on //UE5/Release-5.5, CL: 41545209 and //UE5/Release-5.6, CL: 45232827 ...
Context: The Window tab allows a user to open the Levels window in order to add a sub-level to a persistent level. For Unreal Engine 5.0 and beyond, World Partition has made the Levels window obsole ...
Skeletal meshes with disabled mesh sections will flicker in the Hardware Ray Tracing Scene. Also tested on //UE/Release-5.6, CL:45232827 ...
This is an edge case that can also be caused when a Level only contains actors were `SupportsExternalPackaging` is false. This is likely the case for the "empty" level which surely contains a Level ...
When removing gameplay effects by tag, if the tag that is being removed has other tags that are dependent on it in a cyclical way an "array out of bounds ' error can be triggered. ...