Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
When a property is created in this way, a local variable with a Private flag is generated. Since such a variable is generally not desirable, it would be better to remove the Private flag upon pastin ...
Currently, the SButton and SBorder widgets multiply the color and opacity during OnPaint before calling the super (SCompoundWidget::OnPaint). This causes the operation to be done twice, since the co ...
If a static mesh is rotated 180 degrees, it is made slightly smaller than it usually is. There are some other degrees that can give the same effect without the shrinking, such as 540. Regression?: ...
REGRESSION: No, this is based on an older bug ([Link Removed]), but with new steps to reflect new editor behavior. When creating a blueprint from the Details panel, there isn't a unique tooltip for ...
UE does not allow to have spacing for array in MetaSound PatchThis occurs in MetaSound Source as well Regression checked and occurs on //UE5/Release-5.1 @ CL 22805038 - P4V Repro Rate : 4/4 ...
This behaviour was introduced in the following changelists in 5.3: CLs 25371706 and 25407985 https://github.com/EpicGames/UnrealEngine/commit/6e985ceeb98bc0d166756ccd3e3c0b0350d02265https://github. ...
When using the Reparent Blueprint node in an Editor Utility Blueprint, e.g. an Asset Action Utility, compilation errors will occur if you try to reparent a blueprint with a native parent class to a ...
A licensee is reporting that using a loading screen with the incremental garbage collector can result in a dead lock when a loading screen is displayed. The licensee found out that: -------------- ...