Recent changes to the player controller's mute functions have resulted in the MuteList not being updated on clients, and instead APlayerController::ClientMutePlayer now just directly calls MuteRemot ...
Dumping of world partitioned HLOD stats in commandlets no longer works since updating to Unreal 5.5. The cause seems to be that the functionality has been moved from UWorldPartitionHLODRuntimeSubsys ...
In an Anim BP, splitting the transform structs of a Transform (Modify) Bone node causes the node to be come non functional. Transform components must be combined in order for the node to work. EX ...
Different node types are sized differently (nodes like: var getters/setters, function nodes, compact nodes, etc.). Pins should always be set at specific alignment intervals (from the node's top lef ...
'Is Case Sensitive' option on the Switch on String node doesn't toggle correctly. User Description: The "Is Case Sensitive" option when you use a switch on string function in blueprint doesn't wor ...
9/19 VREditor sync notes: Should grey out the editor button while you're simulating ----------------------------------------- I noticed you can fix this issue by reseting the viewport by pressing t ...
The default viewport look for Persona and Static Mesh Editor is very dark, and the preview mesh is barely visible. It seems like the Directional Lighting settings aren't doing anything. Maybe it w ...
The UObjectLibrary::RemoveObject function has mixed up logic inside of it that causes it to remove objects from the incorrect array. It currently removes from the Objects array if bUseWeakReferences ...
Is FullscreenMode Dirty is meant to track if the Fullscreen mode has changed from what it is currently set to. This does not function correctly for Windowed Fullscreen and always prints true even if ...
Crash in MobilePacthingLibrary.cpp in the function static void OnInstallComplete FText ErrorText = MobilePendingContent->Installer->GetErrorText(); It looks like MobilePendingConte ...