When a Virtual Texture is applied as a UI material, there is no associated geometry, so it does not explicitly request the loading of high-res virtual texture tiles. ...
When binding to a Post Process AnimBP in Sequencer causes MovieScene to run the Spawn and Instantiation phase every frame. The code here explicitly looks at the AnimInstance on the Skeletal Mesh C ...
When attempting to scroll the ScrollBox upward, the cursor briefly shifts focus to another widget (CommonTabListWidgetBase). When logging this behavior using LogSlate VeryVerbose, it can be observed ...
FJsonObjectConverter::JsonObjectToUStruct removes _ClassName from nested JSON objects during deserialization. Removing Obj->RemoveField(ObjectClassNameKey) from ConvertScalarJsonValueToFPropertyWit ...
We've been seeing asserts and crashes related to OwnerLastRenderTimePtr. We've traced this to the mentioned pointer ending up dangling after using UActorComponent::Rename() on primitive components t ...
The cursor radius configured through FSlateApplication::SetCursorRadius() is not respected during Slate hit testing. The radius value is correctly stored in FSlateApplication and passed into FHittes ...
UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...
UGroomComponent::TickComponent sets bResetSimulation = true every frame when the component is not visible. This causes NiagaraDataInterfaceHairStrands to triggering a full simulation reset every fra ...
Using the new NDC BP nodes in 5.7 causes sorting to break; one system, regardless of world placement, is always drawn over the other. Even when the viewpoint puts the dominant system in the foregrou ...
Frame-locked Sequencers can occasionally produce frames with a zero delta time due to frame number truncation. When this occurs, if the animation cursor is within the range of a Notify State that is ...