Editing Custom Primitive Data values in the details panel of a placed BP actor with a Skeletal Mesh component does not reflect in the Editor viewport. ...
When using an InstancedStaticMeshComponent with PerInstanceCustomData, the number of float elements in the "Custom Data" array should always be equal to NumCustomDataFloats multiplied by the number ...
On the details panel of the StaticMeshLocation module, when expanding the dropdown of the MeshParameterBinding property, user parameters of type StaticMesh don't show up (only those of type "Object" ...
Note: This started happening in UE 5.4 and persists up to latest. It is probably related to [Link Removed] Closed ([Link Re ...
Changing the ComponentClass of a ACharacter twice and trying to set a SkeletalMeshAsset crashes the engine with a "Cannot replace existing object of a different class" message. The conditions to re ...
When using the PCG Duplicate Point node's "Direction Applied in Relative Space" option, this deletes or messes with the output metadata and, if connected to an output or using it's debug mode, will ...
Context: FMaterialPSORequestManager::PrecachePSOs() is called at runtime when an asset utilizing a material is loaded. This occurs during engine init, travel, and when any async or synchronous load ...
Hit testing for widgets contained within a RetainerWidget does not correctly account for rotation applied via render transforms . While the content renders with the expected rotation, hover and clic ...
Context UEditorEngine::OnAllPIEInstancesStarted() is a virtual function that gets called when launching Play-in-Editor. It can be overridden if the game project chooses to introduce a subclass of U ...
FGameplayTagQuery does not refresh its cached AutoDescription after GameplayTag redirects are applied during asset load. As a result, after renaming a GameplayTag and restarting the editor, the Game ...