Allow users to keep files they have submitted themselves and still sync forwards

UE - Foundation - UGS - Mar 30, 2023

UGS displays a prompt if syncing to latest would sync back before changes the user submitted themselves. It would be nice to allow them to keep their own files at least. ...

Duplicated function in BP editor is categorized differently from copy/paste

UE - Gameplay - Blueprint Editor - Mar 30, 2023

From licensee: If I create a function in a Blueprint Interface or Blueprint Function Library and leave it in the Default category, it shows up in the "All Actions for this Blueprint" menu under "Cl ...

Left thumbstick doesn't trigger as input using CommonUI

UE - Editor - UI Systems - UMG - Mar 28, 2023

https://udn.unrealengine.com/s/question/0D54z00008xo1TpCAI/commonui-left-thumbstick-input-do-not-trigger-onkeydown-properly-even-if-there-isnt-any-navigation-event-being-triggered?fromCase=1 ...

A Kinematic controlled vehicle is not rendering correctly when it has a non-identity transform.

UE - Simulation - Physics - Mar 27, 2023

There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...

Vehicle clutch not fully simulated in Chaos Vehicle Plugin

UE - Simulation - Physics - Mar 27, 2023

There is no manual clutch control exposed to users. For completeness this should be available via blueprint in the same way that the settering, throttle and brake are user controlled. ...

AutoCreateRefTerm pin type isn't preserved

UE - Gameplay - Blueprint Compiler - Mar 14, 2023

The use of AutoCreateRefTerm will dynamically change the return type of this function. However, it appears that we lose this type information after node expansion. If you view enable developer artif ...

AStaticMeshActor::CheckForErrors doesn't detect overlapping actors in some circumstances

UE - Simulation - Physics - Mar 14, 2023

Licensee reports that overlapping actors not detected when the static mesh pivot doesn't coincide with actual geometry, e.g. between a character's legs. Maybe should do a bounding box check instead ...