Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
Note: This issue also affects MetaSound Patches and any Members Menu List Repro Rate: 5/5 Regression marked as No: issue was seen in 5.2 and 5.1 UE5+Release-5.2-CL-26001984 UE5+Release-5.1-CL- ...
Sometimes GPU ribbons will link between one another like this, checking in the debugger you can see that the RibbonIDs are different. [Image Removed] ...
When setting properties and saving simulation changes, EditorUtilities::GetEditorWorldCounterpartActor and EditorUtilities:GetSimWorldCounterpartActor functions seem to get the wrong actor. Actors i ...
LinkedAnimGraph is not restored at the end of an AnimationSection with ForceCustomMode enabled. There is a problem with the order in which custom mode ends and anim instances are restored, and Linke ...
When entering Korean in the EditableBox on Windows 11, the two Korean characters after pressing the Space key are not entered. I confirmed that it occurs in UE5.1 and UE5.2, and it does not occur i ...
Regression in testing This occurs with hardware and software ray tracing, as well as moveable and static lights This occurs regardless of anti aliasing. This was tested with DX12 ...
We should disable this block of code by default, with a config/console var to enable it: // Transform to Component Space const FTransform RootToComponent = RootTransformRefPose.Inverse(); StartTran ...
Example function provided by the user:.h UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "TestInt,TestName")) static void TestAutoRefs(const int32& TestInt = 2, const FName& TestName = ...