TRange::Difference function does not handle bounds correctly, causes crash in the sequencer when "Trim And Preserve Left/Right" is used in the user's example project. User provided a potential fix: ...
When rendering a single Level Sequence with MRQ, removing the Level Sequence that is actively rendering will create an array out of bounds exception. Also confirmed in //UE5/Main, CL: 36086643 ...
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 ...
While testing out pruning points based on collision, it was observed by the licensee that using complex collision seems to crash the editor. The editor crashes with the following error: ``` Asserti ...
Hello, We seem to have encountered some unwanted behaviour when importing certain curves from our animation fbx assets into Unreal. Some of these curves don't have keys from the very first frame, b ...
In 5.6, a handful of new entries in `FCustomizableObjectCustomVersion` were added, including `SetDisplayNamePropertyAsPinNameOfTableNodes`. Looking back at the history, `SetDisplayNamePropertyAsPinN ...
When exporting a level sequence to an animation sequence, the bones used will be based on the LOD for the current camera location, instead of exporting LOD0. This is very noticable if you pull the ...
The problem is related to the SimpleConstructionScript that executes on the BP instances after the transformer. The problem also happens at cook time as the SCS is executed when the package is sav ...
AddActorWorldOffset offsets character blueprints faster than other actors when the character is possessed or anytime after possession/ejection has occurred. ...