The engine is crashing when the user tries to export from a persistent level with a sub level that contains a level instance. ...
While active and ticking, the built-in FS_MasterField actor instance continuously creates several new components every frame, which are never cleaned up until the actor is destroyed. This can happen ...
When a control is renamed after it has already been animated in a sequence, the control curve name map needs to be fixed up. Once it is fixed, selecting the control in the world will not map the sel ...
When setting up View Bindings from the "UMG Viewmodel Plugin" on a Widget Blueprint, it is possible to select a compatible "Conversion Function" from the list of available bindings. By default, the ...
When using a No Primary Result Chooser that contains an FGameplayTag parameter, an Evaluate Chooser node using that chooser will cause a compilation error: LogBlueprint: Error: [AssetLog][PathToPro ...
Summary When Nanite Tessellation (Nanite Displacement) is enabled on a Landscape in UE 5.7.3, scaling the Displacement value via Multiply nodes in the material graph causes floating terrain ghost a ...
When attempting to scroll the ScrollBox upward, the cursor briefly shifts focus to another widget (CommonTabListWidgetBase). When logging this behavior using LogSlate VeryVerbose, it can be observed ...
FJsonObjectConverter::JsonObjectToUStruct removes _ClassName from nested JSON objects during deserialization. Removing Obj->RemoveField(ObjectClassNameKey) from ConvertScalarJsonValueToFPropertyWit ...
The thigh FK controller of the hingleg in modular rig doesn't move the thigh bone, causing bad deformation on the mesh around character's thigh area. ...
The cursor radius configured through FSlateApplication::SetCursorRadius() is not respected during Slate hit testing. The radius value is correctly stored in FSlateApplication and passed into FHittes ...