When using External Data Layers in conjunction with Game Feature Plugins and World Partition levels, removing a Game Feature Action or changing its type to "None" does not remove the associated Exte ...
It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...
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 ...
[Image Removed] Jira Bot attaches conversation thread from Slack [Image Removed]Ryan Bickell – 2025-01-07 10:54:10 UTC Hello and happy new year! I'm messing with the Landscape component LODBias sett ...
I've noticed calling SetActorLabel() on a Landscape will call PostEditPropertyChanged() which causes the Landscape Components to regenerate all collisions. As per the repro, this can take a long tim ...
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 ...
Asset localization does not work. When playing in standalone, it shows "jp" texture instead of "en" texture even if "-culture=en" is set. This appears to be a regression issue, as the localization w ...
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 ...
This is technically a regression that was introduced in 5.5. This was intentionally changed in order to address a separate issue [Link Removed]. Additionally, this makes it explicit that the exposed ...