As described in the UDN question, some settings aren't forwarded correctly to the game instance in PIE during a functional test. Proposed patch attached. ...
The view and work range scripting functions use float values for their seconds, which leads to precision issues, as these values are stored as doubles. ...
Collapsed blueprint nodes that are copied and pasted into a function graph of a Widget will cause a fatal error when the blueprint compiles, as seen in the callstack, and will provide the message: " ...
There is an issue occurring where Widget components set as IsVariable have non-functional settings/variables. This issue occurs with multiple widget components. This does not appear to be a regressi ...
If an interface contains a virtual function that returns "nullptr", If an interface contains a UFUNCTION that has a TSubclassOf type as a parameter or return value, implementing the interface in a b ...
The new ES2 movable point lights look promising. Unfortunately, there seems to be an issue with them in HTML5 builds. They work great in the ES2 preview mode in the editor, but when running in an ac ...
The built-in class "UMaterialEditingLibrary" provides various editor scripting functions related to creating and editing materials and material instances. One of these functions, UMaterialEditingLib ...
Using the scripting functions to set the view range of a sequence will not update unless the sequence is re-opened. Usual updates for scripting issues like locking and unlocking the sequence don't w ...
This is a regression.This does not affect UE5. Creating a function with parameter type TEnumAsByte<MyEnum> will crash while compiling. In 4.26 and UE5 the code compiles without issue, and the user ...
Forgetting to add the "virtual" in engine code implementations of these _Implementation functions makes them not overridable by users. UHT should catch this and emit a warning/error. For instance t ...