A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
When snapping for frames is turned on, dragging an anim notify state does not result to being snapped on a frame. ...
Key repeats from the OS do not affect the EnhancedInput normally, but it causes inconsistent event triggers when FlushProcessedKeys is called with holding a keyboard key down. Removing references t ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
When a mip level higher than 0 is requested in VisualizeTexture, the engine will crash. The root cause appears to be VisualizeTexture.cpp:924, on which an incorrect mip level is used to read a non-m ...
When dragging multiple (tested with 4) notifie states there are a few issues. On Drop: Some notify states do not land on the correct track. On Drag: The notify states do not line up with their cor ...
A structure containing Object as a parameter is misrecognized as a single Object and loses the parameter. This behavior was brought in by CL-27785664. ...
The licensee was not able to make static meshes with the correctly disabled sections from a skeletal mesh in the current implementation of the "Make Static Mesh" button in the editor. They have prov ...
When a property of a ChildActorComponent is modified in a child class, the parent ChildActorComponent class can also get modified. This happens when the Parent blueprint actor has a ChildActorCompo ...