Closing the Engine while having a dirty Control Rig assset/Window open does not open the save content window and prevents the engine from closing. This issue is occurring in //UE5/Release-5.0-Ear ...
It seems that changing the name of a variable inside a struct that is being used by a Control Rig variable causes a crash. Additionally, after making the change and recompiling the Control Rig bluep ...
User reported an issue of a mesh not being visible when a project has multi-level blueprint inheritance. After reproing, I believe the root cause is DefaultSceneRoot of the grandchild BP class not c ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
When you preview a node in the material Editor, the node color will correctly switch to the Preview Blue, but will not show the preview tag until another node is added to the Graph. Preview Node:[I ...
Pawns using Floating Pawn Movement will teleport to the location specified in Move To Location. From fix CL 2619989: "Fixed FloatingPawnMovement component's issue when controlling AI pawn. Basicall ...
Structs within structs lose connection within blueprints if they have their output pins split to show individual variable components. This happens upon closing and re-opening the editor. Other varia ...
Console variables such as "t.maxFPS", "CauseHitches", "t.unsteadFPS", and help "help" (these were all tested, there may be more untested with the same behavior) have description text in code howeve ...
Projects created with an 'Open Level' node added within their blueprint are not working correctly on mobile devices. They do however work on Mobile PIE, PIE and Windows. Occurs on: 2894_SamsungGala ...
Collapsing an event binding to a function results in a function that takes in a delegate as an input. This function existing ends up causing any references to this blueprint class in another class t ...