Update warning in FActiveGameplayEffectsContainer::ApplyModToAttribute to consider batching

UE - Gameplay - Feb 19, 2021

The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...

FBXUVs can create null entries that will assert later

UE - Editor - Content Pipeline - Import and Export - Oct 28, 2021

Need to make sure we support nullptr entries or make sure we do not create such null entries. ...

Assign node on floats can cause a crash at runtime

UE - Gameplay - Blueprint Compiler - Apr 25, 2022

This is from a UDN and I was not able to reproduce it locally in Release-5.0 or Ue5/Main, creating this issue for tracking.  ...

Allow UPL to use tools schema

UE - Platform - Mobile - Jan 5, 2023

Allow UPL to use tools schema Allow "build" as part of Android project names ...

DrawDebugString does not work with nDisplay

UE - Virtual Production - nDisplay - Jan 24, 2023

DrawDebugString does not appear to be working when combined with nDisplay. ...

Proejcts with vr.InstancedStereo=true crash on Mac

UE - Platform - XR - Jan 12, 2023

Sounds like neither Multiviewport nor View Instancing (MMV) is not supported on Mac atm, and the logic in StereoAspects asserts. See attached log from a partner. ...

SlateScriptingCommands plugin loads too late to receive MainFrame RegisterCommandList broadcast

UE - Editor - Workflow Systems - Aug 18, 2023

This was reported on UDN. TL;DR: A user has reported that a custom command cannot be added to the "MainFrame" context in the UUICommandsScriptingSubsystem from their plugin. The problem seems to b ...