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 ...
During gameplay when the view target camera's aspect ratio is not exactly the viewport's aspect ratio, the presence of rendered debug draw elements (DrawDebugArrow, etc) makes the viewport's rendere ...
The SplineComponentVisualizer allows users to alt+drag on a spline point to duplicate it. When this is done on the last point of a spline marked as "closed-loop", the new point is correctly added at ...
The crash occurs from "check(BoneBlendWeights.Num() == NumBones);" This crash occurs when the following conditions are met;The skeletal mesh LOD is changed.The number of bones is difference between ...
Customizations that use FDetailPropertyRow::CustomWidget and set the visibility attribute do not honor it. A Customization set up like the below, for instance, will not honor the Visibility in red d ...
From a community member: Are you responsible also for the FootPlacement node? Its fantastic, but there is a possible bug with the walkable surface handling. It tries to step even on vertical surfac ...
A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...
The async execution from within the context menu state is not cancelled properly when closing the context menu. This means that when rapidly opening and closing context menus there will be corruptio ...