The Gameplay Tags settings have the option to set up restricted tags as described in the documentation. Prior to 5.3, the UI correctly supported creating new restricted tags as described in the old ...
Consider a C++ struct containing an FText. Now consider a used-defined BP structure containing that C++ struct. When cooking an asset that references such a user-defined BP structure, the following ...
An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...
When using Capsule Indirect Shadows for Skeletal meshes who have their ILCQ set to Volume, and loading a SubLevel with it's actors not within the current camera's view, the indirect lighting is blac ...
When importing an FBX with several different meshes and multiple materials with "Combine Meshes" enabled the materials will get assigned to incorrect portions of the mesh. I've included a version o ...
The user comment on the Salesforce issue " This is a regression from the behaviour in 5.3.X, and I've reproduced it in 5.4.0, 5.4.1, and 5.4.2. The specific issue/change that caused this regression ...
When working in Manage Mode with Landscapes and deleting a component, if you undo the deletion, you can no longer modify or select the component. I did attempt to rebuild the scenes lighting and ge ...
When calling SetText() on a UEditableTextBox or UMultiLineEditableTextBox, the OnTextChanged delegate is not triggered. This regression was first reported in UE 5.3 and acknowledged previously in UD ...
Gil's new loading path may already walk away from this issue. But here's some thing I tested locally if we want to fix this. A simple way to fix is to simply add BulkDataAsync.Deallocate(); ResetA ...