User reports difference in ComponentVisualizer behaviour between level viewport and blueprint editor viewport. Details and repro in the referenced UDN ticket. ...
Rotation gesture input breaks on android. Not checked on ios/pc ...
To avoid confusing users when working with a Native Branching Point Notify set its MontageTickType to be fixed to BranchingPoint. ...
FRecastNavMeshGenerator does not cancel its async running tasks when destructing. This leads to leaking build tasks if any are running when the generator is destroyed. ...
This is only happening with gamepad buttons it appears. This is likely not Lyra specific, but has something to do with how the state of gamepad keys are being evaluated. I think that it may be becau ...
[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...
Some parts of the proxy mesh generation does not correctly handle empty sections. FMeshMergeHelpers::ExtractSections() will remove empty section, but some other parts of the process will not, which ...
Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...
This is a Regression. Tested in //UE5/Release-5.1 CL23901901 Using Bake To Control Rig on a Spawned Actor in a Subsequence with Play Range that exceeds the Subsequence causes a Crash. ...