This is not a regression. Tested in //UE5/Release-5.0 CL20979098 Mass Entity Config not displaying or accepting drag and dropped State Tree assets. The only clear way to assign a State Tree is by c ...
Reproduced 3/3 times. Was not able to reproduce in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed Regression. ...
A UDN user found that calling AbilitySystemComponent->RemoveReplicatedLooseGameplayTag(TagToRemove); while the gameplay tag was not in the TagMap, will create an entry for it with count 0, see ...
The RemapControllerInput function call likely needs to be added back to the game viewport client as a fix. ...
The fix for this is to override the FEnhancedActionKeyMapping::operator== to account for the deep copy that happens on modifiers instead of comparing addresses ...
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 ...
Editor should visually warn the user that this feature doesn't work with Nanite, or that the Nanite Preview mesh needs to be enabled (or forcibly enable it when they attempt to use this option), oth ...
UWorld::InternalGetNetMode will use DemoNetDriver->GetNetMode() if there is a DemoNetDriver, resulting in NM_ListenServer being returned when recording a replay. This seems to have been originally a ...
I've tried implementing BP logic off an EI Event using Any Key, never executes. Tried having the associated Input Action have Consume Input set to true- still nothing. I'm not sure what the expect ...