A licensee has reported an inconsistency in how modified base widget class defaults are propagated to children. When modified via the UMG Designer Graph's Class Defaults, derived classes will be mar ...
It is believed that soft references resolved during runtime, point to the edit time instances of actors instead of the runtime instances. This issue does not reproduce when it is called from an Inp ...
This is a regression. Tested in //UE5/Release-5.0 CL20979098 Text in an Editable Text component remains unchanged when set to an empty value by a Set Text(Editable Text) node. ...
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. ...
Clicking on a Behavior Tree decorator that references an Enum blackboard key will crash the editor if that Enum has been altered in the method described in the repro steps. If you set decorators to ...
This is a regression.This does not affect UE5. Creating a function with parameter type TEnumAsByte<MyEnum> will crash while compiling. In 4.26 and UE5 the code compiles without issue, and the user ...
This is a Regression. Using an Editor Utility Widget to set properties on materials via Set Editor Property doesn't work in UE5 as it did in UE4. ...
Performing a Hot Reload after altering a custom component code class can make the component unusable in Blueprints, and even crash the Editor. WORKAROUND: Close and re-open the Editor. ...
Shorter steps:Steps 1-8 from Steps to reproduce (create level with water body)Find BP_BuoyancyExample in Content Browser (Engine>Plugins>Water Content>Blueprints)Place BP_BuoyancyExample above the w ...
When a widget with a spinbox is calls it's Destructor with "Multithreaded Destruction" enabled the engine crashes. I have tested in 4.23.1, 4.24.3, and 4.26 Main with "Multithreaded Destruction" dis ...