Frequency: 5/5 Procedural Foliage created via the Blueprint method only reflects parameter changes on resimulation if the parameter in the Blueprint has been modified then compiled. After that, you ...
Attempting to edit the properties of a component on an instance of a Blueprint class that initializes its RootComponent in its Constructor and is attached to another actor in the level results in od ...
Black flickering on Mesh particles when set to a non-default Facing Mode or using Orient Mesh to Vector and when using Particle Position in the Material's World Position Offset ...
A user adds 3 .h files though Visual studio where the first contains a struct, the 2nd includes the 1st, the 3rd includes the 2nd and tries to make a variable of the struct declared in the 1st. The ...
An open but minimized Editor Preferences window causes a memory leak while simulating and repeatedly pressing Play/Stop. ...
When creating a GameplayEffect, modifiers can tag requirements for the Source and Target tags. For Duration gameplay effects, these tag requirements are checked from FAggregatorMod::UpdateQualifies ...
The Blueprint Diff tool does not highlight properties that have been changed from a previous version of the Blueprint if those properties are contained in a custom nested category. REGRESSION: No. ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984 The editor crashes when a physics asset of an animation with rigid body collides with geometry collection. ...
Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
Regression is unconfirmed ...