In 4.27 immediately upon adding an output to the default function that output can be edited without needing to be compiled. In Preview 2 once an output is added the Blueprint Interface needs to be c ...
Reproduced 3/3 times. Issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. The following Blueprint nodes are affected by the same issue:Map KeyUnmap KeyAdd Playe ...
The FRHIFrameFlipTrackingRunnable thread is not initialized on Windows, so RHIGetFrameRate always returns zero. As a workaround, remove the code added by CalculateFPSTimings for Windows platform, a ...
Children of retainer widgets have improper clipping, causing any widgets set to "Clip to Bounds" to clip incorrectly. This may also affect hit testing in cases where multiple retainer widgets are ne ...
MacroUVs are breaking when using the Override System MacroUV option in the Required Module. Using System MacroUVs:[Image Removed] Using Override System MacroUVs:[Image Removed] Also Tested and Re ...
The Tooltip for the Results Pin of the DynamicBranch Material node incorrectly says that Color Input 1 will render if the Alpha is greater than 1, but the setup is for greater than 0. [Image Remove ...
Subsurface scattering is disabled on all OpenGL platforms despite the shaders being properly translated & OpenGL platforms supporting the relevant CPU-side APIs. This also affected Metal for the WWD ...
Clicking the Override option when attempting to replace a keyboard shortcut with another key that is already bound will not update the settings. Workaround: Unbinding the key before rebinding it to ...
The AnimBlueprint shows duplicate characters in the Debug Filter causing three effects: 1. Causes breakpoints not to function properly 2. Reverts back to "No debug object selected" in the Filter rat ...
PostLoad function is not called for blueprint components added through code. Regression: Yes In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added throug ...