The ChaosCacheManager (CCM) changes the bSimulatePhysics flag from the ObservedComponents and, if deleted, the change will persist, what can lead to confusion as observed physical entities will inad ...
A character standing in a base will match its velocity to the base's velocity. If that character jumps into another base its velocity will be added to the new base's velocity and the character will ...
When launching a packaged game from the nDisplay Switchboard, the nDisplayConfig file fails to link the cameras to the viewports. Inside the log generated by the Switchboard an error is displayed th ...
In UE 5.5, the fix applied by CL 36529858 in ue5-main updated USkeletalMeshComponent::ClearAnimScriptInstance() to call AnimScriptInstance::UninitializeAnimation() on the animation instance. This, i ...
Previously, all Unreal Types generated by python scripts would be created inside package "/Engine/PythonTypes". This was changed by [CL 32478991 in ue5-main branch], which meant to "remove the restr ...
OnComponentWake Event does not trigger when the physical body is awoken by a Force. The steps described on Steps To Reproduce is enough to replicate this behavior. The OnComponentWake event is only ...
When running in the Editor, actor owning a UCameraTestComponent that sets DesiredView.Rotation Pitch below -90 or over 90 will attach to the Editor Camera as if it was being piloted. The licensee re ...
When Display Scaling is applied (e.g., 125%) and the Level Viewport is resized, the ComboButton in the SViewportToolBar does not behave as expected. Normally, the ComboButton hides when there is in ...
The licensee has noticed that local variables of type InstancedStruct return nullptr. The setup is a verification of the behavior. Class variables work normally. I've tested this behavior on every v ...
In UE versions 5.4 and onwards (as of CL 42589677 in Main), when an Instanced UObject property is defined in an Actor Blueprint, modifying the default value in the Blueprint does not propagate the c ...