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 ...
The level seems to have been successfully copied. ...
ULevelEditorDragDropHandler::PreviewDropObjectsAtCoordinates sets the World as the ReferencingAsset when we should probably set the GameDataAsset for the current active ContentBundle if there is any ...
Reported from our partner Babooblab: The UDN Customer does not give any detailed information to reproduce the issue. However they specify the kind of issue (stack overwflow) and give a possible sol ...
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 ...
Calling PlayQuantized on an asset set to Force Inline crashes editor:Assertion failed: SoundWaveDataPtr->GetLoadingBehavior() != ESoundWaveLoadingBehavior::ForceInline [File:D:\SMoyls_UE5_Release-5. ...
Undoing a child actor's component transform in its Blueprint editor isn't reflected in child actor instances in the level editor. Subsequent transforms are also not propagated after the undo breaks ...