Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...
The enhanced input events defined on the widget will no longer be triggered after the widget is recreated. Until the widget is added with AddToViewport, input events will be triggered correctly. If ...
This is technically a regression that was introduced in 5.5. This was intentionally changed in order to address a separate issue [Link Removed]. Additionally, this makes it explicit that the exposed ...
A checkf can fail in SSourceControlChangelists.cpp with the message: The same uncontrolled item was visited twice. It is likely present in more than one uncontrolled changelist This has been addre ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...
When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...
When dragging multiple (tested with 4) notifie states there are a few issues. On Drop: Some notify states do not land on the correct track. On Drag: The notify states do not line up with their cor ...
The main landscape actor's outer level's WorldSettings gets nullified by GC on PIE end, which leads to this problem. For some reason, this only seems to occur with the attached custom game mode : it ...