As soon as the visibility tool is used, we're adding references to the "/Engine/EditorLandscapeResources/DataLayer" asset from landscape components. If the user decides to cook without editor data ...
A crash will result if a Blueprint class that's based on a native C++ class containing two or more nested, explicitly-instanced subobjects referenced by a fixed-size object array property are serial ...
First discovered this on Linux in //UE5/Main. In the repro, you play from level 2; if you opened Level 1 and played from there, the same outcome would occur. LogNet: Warning: Travel Failure: [Clien ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
Hi After migrating our animation project from 5.7 -> 5.8 we notice that some level seqeunces take much longer to save (during validation stage). This issue only exhibits when using control rigs in ...
Getting a blackboard value as actor and setting an actor to that on tick causes crash. The real issue here is that you can use a function in BP (in this case `UBTFunctionLibrary::GetBlackboardValue ...
Sequence Recorder doesn't record First Person Template character correctly. I wasn't able to track down exactly what it is about the First Person Character Blueprint that causes this though. ...
Printing the result of the 'Get Move Ignore Actors' node will crash the editor. The Licensee found the issue while exploring a workaround for this JIRA:https://jira.ol.epicgames.net/browse/UE-14734 ...
When using a Destructible Mesh in a bluprint and trying to return the Hit Bone Name will result in "none" being printed. However, using a simply line trace from the individual bone names from a frac ...
There are a lot of cases where nodes in the material editor will no longer get deleted even if you save the material after deleting the node. As soon as you close the window for the material editor ...