Duplicate key checking in maps and sets in the editor is done via calls to FScriptMapHelper::HasKey() and FScriptSetHelper::HasElement(), but this code is checking for object names which are subsets ...
You can also check it by enabling real-time rendering in the NewMap.umap of the attached project, and then clicking on "High Resolution Screenshots". (You may need to disable and enable post-process ...
CopyFileUnderSourceControl has instances when the response is not a success even though the files are copied successfully under source control. It seems FPerforceCopyWorker::Execute() tries to reso ...
The editor-scripting blueprint node "Add Data Table Row" fails when the Data Table uses a Row Structure that was defined in blueprint. Internally, it checks if the passed-in UScriptStruct is derived ...
Target Point Actors are changing location when in a World Partition Map within a Shipping Build. This does not occur in Non World Partition Maps. The name of the Asset also changes when in a World ...
Users affected: 51 Total occurrences: 90 Last occurrence: November 19th 2024, 3:25:41 am First occurrence: August 7th 2024, 8:10:10 pm Latest version: ++UE5+Release-5.5-CL-37670630 Platform: Win64 [ ...
When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...
Loop decorators don't work with SimpleParallel BT composite node. We need to either fix it, or if we remove support for it restrict users from putting these decorators on SimpleParallel's children. ...
If an interface contains a virtual function that returns "nullptr", If an interface contains a UFUNCTION that has a TSubclassOf type as a parameter or return value, implementing the interface in a b ...
There is an issue that occurs where changing the scalability settings via the game script during play saves the values for the editor, but when the game is played a second time, the settings visuall ...