Changing Class for Spawnable objects in Level Sequence did not have any impact on Possesable objects in Subsequence. It's still referencing the previous Class. Also found in Release-5.4, CL: 329753 ...
When a non-root component for an actor is moved in the blueprint viewport, that component's PostEditComponentMove function is called. Adding the actor to the main editor viewport and then moving th ...
When calling Set End Frame the TRangeBound type defaults to inclusive causing the range to go from [0, 50) to [0, 50]. This causes the section to last for one frame longer than it should. ...
Images in a sequence path for an Img Media Source are not updating without restarting the project. Changing the path itself appears to work as expected. Tested in versions 4.22.3(CL 7053642), 4. ...
Reproduced 3/3 times, issue does not occur in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. It's only in packaged & quick launched builds that this occurs; PIE works as normal. ...
Essentially, when set to "Overlay Fill Screen," the Bink Media Player will render the last viewed frame over all game levels in PIE, without actually playing the video or being given any sort of pla ...
Setting a parent and child static mesh scale to negative effects the rotation on child movement This is a regression. Worked in 4.11.2. User Description: We have a simple project example (see att ...
The compile toast notification read that it was successful, then the Editor crashed about 10 seconds later. Error Message in Crash Reporter: Access violation - code c0000005 (first/second chance n ...
If a user set the transform of a Body from the game thread and physics is running multiple async ticks perf game tick, the transforms might be being calculated incorrectly. ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...