Enabling the Online Framework Plugin in a Binary build of the editor (download from the Epic Games Launcher) causes packaging attempts to fail due to a file that is missing. This does not occur in s ...
The implementation of UMGSequencePlayer::Play and UMGSequencePlayer::Pause are not conducive to being able to efficiently pause and resume animations. Some problems that need to be addressed: 1. ...
Using a High DPI monitor with a multiple players PIE window results in the 2nd PIE window not saving its location when moved around. Using a monitor with a smaller DPI scale the 2nd window will save ...
The Editor is failing to track or receive input from connected SteamVR motion controllers during a launch on. It appears that the editor isn't locating the action manifest. If the user enters VR Pr ...
There's actually two issues going on here: 1. The REINST references are incorrect, and due to [Link Removed]. 2. Blueprint created components will always have different names between the instance ...
It appears that networking insights data is not being gathered when a delay capture is started with the "trace.send" or "trace.start" command. If we were starting from the application startup time w ...
The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
It's possible for there to be multiple instances of the same sequence in the evaluation states cache if the same sequence is used in multiple sub-sections. Caches are never removed from the evaluat ...
When using a DM and applying force via blueprints with event tick will cause a crash. Workaround: Using a timer instead will not cause any crash even with very low values. Crashreporter: [Link Re ...
When importing an asset that is using the naming convention for SkinXX to order material elements does not work properly when the elements are not sequential. Any material that is not in sequential ...