Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...
PreExposure is influenced by LocalExposure in PostProcessEyeAdaptation.cpp:1265. It appears when the scene is particularly dark and using manual exposure, the LastAverageLocalExposure can read a lar ...
When a Composite Data Table is included in the "Gameplay Tag Table List" on the Project Settings, making and saving changes to one of its Parent Tables does not cause the Gameplay Tag Tree to refres ...
naming box collision in player character renames overlap begin event in actor calling player character ...
If a variable in a blueprint is the same name as a referenced variable from another blueprint, using "find references" on the local variable will return references to both the local and the external ...
'Is Case Sensitive' option on the Switch on String node doesn't toggle correctly. User Description: The "Is Case Sensitive" option when you use a switch on string function in blueprint doesn't wor ...
Retargeting root motion results in the target animation appearing to "slide" on the ground or "hover" as if hanging from the pelvic bone. This has been reported to be fine in 4.9 but multiple users ...
A workaround might be to use the CDO of your plugin to reach out to the Editor settings and assign itself to the fields you want. This removes the users ability to choose between multiple options. ...
The CVar "r.Shaders.Optimize" cannot be set to false from DefaultEngine.ini in the section "[ShaderCompiler]" as its help text describes. Also tested on UE5-Main, CL: 34200103 ...
When attempting to drag and drop an actor from the Content Browser into the level viewport during PIE, the actor is not placed at the mouse cursor location if the Player Controller is attached. Inst ...