We try and perform the same wrapping behavior as word processors and generally avoid trailing whitespace when measuring for wrapping, but the justification code is still treating it as significant. ...
In UE5.2, there seems to be a problem with the initialization of the reloaded LevelSequenceActor. SequencePlayer->Initialize is not called in ALevelSequenceActor::InitializePlayer() and Tick regist ...
Renaming struct member disconnects blueprint pins. This issue can disconnect all references to the struct, which can be frustrating if you have a lot of references No regression has been performed ...
If a TSoftObjectPtr on an instance has a reference to another instance in a level, that reference will be lost when a client travel is performed to travel to that level. Regression?: No This occurr ...
Using more than a single break struct node in sequence (despite no break nodes performing calculations) disables fast path. Splitting structs instead does not cause this issue. ...
Math expressions fail to compile when performing an Undo after opening a blueprint ICE - wrong output link - ((1 + x) * (sin(myVar))) - (2.400000 / (rand())) ...
When performing a Find in Blueprint search (Ctrl + Shift + F), and after a search is made and the search window is closed, the Editor becomes unresponsive and the user is forced to quit the Engine. ...
From this UDN: [Link Removed] Suggested fix:Override PostPasteNode to perform the GUID update andAdd validation on load to strip 'invalid' copies that do not correspond to a valid pin input ...
In 5.8, after entering PIE, the editor will start doing two SceneRenders per frame. This dramatically drops performance. Presumably this second render is for the inactive / unfocused editor viewport ...
When the Nvidia In-game overlay is enabled it appears to cause performance issues with the editor. If the editor is open before the overlay is enabled it does not seem to cause any issues. I stumble ...