When specifying a widget of a different size than the screen in FReply::LockMouseToWidget, the cursor is locked to a different position in native full screen mode. It appears that the window size n ...
In world partition levels, deleted actors can become unexpectedly unloaded prior to saving, causing loss of work. Specifically, this issue occurs after the undo history has been cleared (either manu ...
Attempting to merge two spline actors causes the Engine to crash. This issue occurs with the Steps to Reproduce regardless if there are more branches added to the tree branch spline/enabled, and reg ...
Hello! We have encountered a bug with the Interchange pipeline. When an interchange texture import is cancelled due to non-power of 2, and then the same texture is imported again without any change ...
As of 5.5.2; appears present in main head as well. We have a asymmetry between how Include JSONs are resolved between Linux and Windows. This boils down to our URI construction in ParseIncludesAsyn ...
When pressing the "Show Inactive" button in the material instance editor, all material parameters are supposed to be displayed in the EditorUI. This is not the case, only some of the parameters are ...
Asset returns after being deleted from the content folder while the editor is open. A deleted asset comes back and does not prompt to save it. This leads to the asset being removed when the editor i ...
File "<ENGINE_PATH>/Engine/Config/BaseEditorSettings.ini" contains the following setting: [/Script/UnrealEd.ContentBrowserSettings] ; Whether to display the game project plugins in the Content Brow ...
Note : Reopening the level sequence causes ensure failed. (also see callstack) LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: InstanceRegistry->I ...
When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...