Gameplay Ability System Standalone: Removing an attribute set and then removing an active gameplay effect that has a modifier for an attribute from that set results in a crash. Currently, one must ...
Building derived data for AnimSequence does not create deterministic output. Data that is stored to the DDC is expected to be deterministic. If there is a need to store metadata that may vary betwee ...
The curve refactor did not add the curve debugger tab to the skeleton editor, which means that morph targets cannot be previewed there. It would be convenient for some users to still be able to do t ...
When it updates the red channel, the Simple Construction Script (SCS) gets re-run (via AActor::RerunConstructionScripts) on the Blueprint Actor instance generating new instances of all its component ...
This is not a regression. Tested in //UE5/Release-5.2 CL 26001984 The editor crashes when playing in editor on a level that has a break point placed on a ticking draw debug string node that is prec ...
Came from a UDN: [Link Removed] Proposed fix is to change `FRawInputWindows::ParseInputData` to use this logic instead: ``` ... USHORT BitSize = ValueCapsBuffer[iValue].BitSize; LONG SizeMask ...
Currently UBT supports linking in .natvis files when modules are compiled, this should be extended to pull in .natvis files from External modules that are linked into a module. Instead of scanning ...
It appears that only custom event nodes support a deprecation message. In fact, we need all nodes that use delegates in some fashion to support a custom deprecation message. Both UK2Node_ActorBoundE ...