After merging two levels in the Levels window, only one of the two levels will be deleted and a new level will be created. Any actors in the deleted level will be deleted as well. The new level will ...
The editor crashes when a user imports a float curve into a timeline within the level blueprint then attempts to open another level. ...
The priority display does not correctly reflect the set priorities of sounds when they are not being attenuated or when Bypass Volume Scale for Priority is Enabled. If a sound is attenuated and scal ...
Having a Matinee Controller in the Level Blueprint and a Visibility Track with multiple Show and Hides will cause a compile error in the Level Blueprint. ...
The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...
void UMoviePipelineBlueprintLibrary::ResolveFilenameFormatArguments(const FString& InFormatString, const FMoviePipelineFilenameResolveParams& InParams, FString& OutFinalPath, FMoviePipelineFormatArg ...
Increasing the multiplier past a certain point causes sounds on a Quantization Boundary to struggle to play at the correct time. The repro above uses 1/32, but this also repros with other values. ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...
In UE 5.5, when loading a map and selecting "Build – Build Paths", the nav mesh is not generated on any BSP brushes (although it is correctly generated in static meshes). This did not happen in earl ...
Custom Events with duplicate input names will not compile. This does not occur immediately: creating two Custom Events with two identically named inputs will not cause a compile error, but if you re ...