Building derived data for AnimSequence does not create deterministic output. Data that is stored to the DDC is expected to be deterministic. If there is a need to store metadata that may vary betwee ...
They've nailed it down to the following logic FUIActionBinding::TryCreate which doesn't check for the InputAction specified.// Make sure there is no existing binding for the same action associated w ...
The curve refactor did not add the curve debugger tab to the skeleton editor, which means that morph targets cannot be previewed there. It would be convenient for some users to still be able to do t ...
When it updates the red channel, the Simple Construction Script (SCS) gets re-run (via AActor::RerunConstructionScripts) on the Blueprint Actor instance generating new instances of all its component ...
This is not a regression. Tested in //UE5/Release-5.2 CL 26001984 The editor crashes when playing in editor on a level that has a break point placed on a ticking draw debug string node that is prec ...
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 ...
Adding a ZoneShapeComponent to an Actor BP does not behave as expected. You cannot use the shape as a polygon with per point lane profiles like what is needed for an intersection. When attempting to ...
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 ...
FStaticMeshRenderData::Cache has the assertion: checkf(Owner->IsMeshDescriptionValid(0), TEXT("Bad MeshDescription on %s"), *GetPathNameSafe(Owner)); This assertion can be triggered by data erro ...
This will need more investigation, but at least in PIE (to check if we can do the same in editor), when a level is streamed-in, we should only add the new missing folders for this level and when str ...