Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale. The licensee has reported and presented a repro project that displays the erratic behavior of ...
When you call GetOuter() inside AssetUserData::PostEditChangeOwner, the Outer that is returned, is marked as "Trash". This is because the object is constructed again when an AssetUserData is added. ...
Behavior Tree (BT) services added to root nodes call the initial tick twice A BT Service with the setting "Call Tick on Search Start" enabled will execute the initial tick twice when added to the ro ...
Setting the Phase Count of a RetainerBox to 2 or more may cause other widgets within the same UserWidget to flicker. Upon investigation, we found that during frames where the flickering occurs, the ...
When an animation is currently blending out due to automatic blend out or GameplayLogic, further StopMontage with specific BlendOut will not update the time to blend out of the current blending out ...
Motion Warping component is disappearing on Editor restart or when swapping engine versions. When this occurs, the BP has the following Compiler Results messages: Component class is not set for'Mot ...
A GPU crash may occur during UpdateRadianceCaches. No known repro exists. Additional details in comments. Latest version: ++UE5+Release-5.5-CL-37670630 Platform: Win64 [Windows 11 (24H2) [10.0.261 ...
Users affected: 51 Total occurrences: 90 Last occurrence: November 19th 2024, 3:25:41 am First occurrence: August 7th 2024, 8:10:10 pm Latest version: ++UE5+Release-5.5-CL-37670630 Platform: Win64 [ ...
Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...
Focus mode in the Editor does not handle Actors without PrimitiveComponent correctly, treating them as if they were at the origin (0,0,0), skewing the camera placement. Some Actors like the WorldDat ...