When using CastChecked<>(), the second parameter can be passed as ECastCheckedType::NullAllowed to make the check succeed when the input is nullptr. However, in UE 5.5 up to the latest engine versio ...
Currently, after migrating a blueprint that is based on a code class to a new project, the blueprint breaks due to unknown parent ([Link Removed]) Migrating & copy/pasting the code along with the b ...
If a class variable is given the name "Class", creating a Get Class Defaults node and setting Screenshot provided by user in AH post ...
When using a particle system in a blueprint and then moving the particle system off screen and then back on there is the node "Is Active" that can check to see if the Particle is still active. When ...
Lumen's rough specular indirect lighting buffer can have fireflies along the bottom and right edges of the screen. Also tested in //UE5/Main, CL: 35177423 ...
Using the shortcut "Ctrl + E" to open the static mesh editor in it's own floating window results in the camera locking in the upward position in the Main Viewport (*not* the viewport of the Static M ...
If a device has no available input or output devices, activating an Audio Capture component will cause the device to crash. Occurs in Editor and Runtime. Assertion failed: NumTotalFrames > 0 [File:E ...
Unexpected vertex normal orientation when manipulating some morph targets. This may be related to [Link Removed], but felt different enough to enter on it's own. ...
When using WorldComposition and building LOD for a sublevel, textures of generated Landscape LOD are not correct when the project has forward rendering enabled. The issue is that the material gener ...
This is because the metadata is editor only and will be stripped in a cooked build. We should make the behavior of the to string function consistent between PIE and a cooked build. ...