The bWeldSimulatedBodies attachment parameter is not replicated to clients, both in USceneComponent's attachment replication handling and in AActor's FRepAttachment struct. If AttachToComponent is c ...
When a StaticMeshComponent has a scale component of zero in WorldSpace (after accumulating with the hierarchy from the root to it), function UPrimitiveComponent::OnCreatePhysicsState() logs the warn ...
Categories are not processed correctly for gameplay tags when meta "Categories" is used. Categories filter which categories appear for the mentioned gameplay tag variable and with recent changes, it ...
Context The blueprint editor allows you to override an actor component's class in derived blueprints (component details panel -> Component Class). [Image Removed] Problem When a blueprint and it ...
This is a regression introduced by CL 45871568 in ue5-main branch. The new function FFBlueprintEditorDefaultSortUICustomization::SortSubobjectData() in file "BlueprintEditorSCSEditorUICustomization. ...
Changing bIsSpatiallyLoaded can cause an Actor to be duplicated during Play-In-Editor. As described in the steps to reproduce, if we keep swapping bIsSpatiallyLoaded state and save a Streaming Level ...
Context: Blueprint classes can use Instanced/EditInlineNew object property specifiers to create and edit subobjects directly in the editor. Problem: If a child blueprint class has an Instanced/Edit ...
There is a risk of actor components registering with the wrong world when reconstructed from UWorldPartition::ApplyRuntimeCellsTransformerStack. The repro case is arguably a bad usage, but it was th ...
Received a report of persistent stutters in the editor when trying to navigate in the viewport, including asset editor viewports like the Skeletal mesh editor and control rig editor. Hardware used ...
In UE 5.3 and later, assigning a Sprite Atlas Group to a UPaperSprite asset can cause the editor to hang and eventually crash. This behavior has been reproduced in 5.3, 5.6, and a recent UE5-main so ...