Reported by licensee: [Link Removed] In UE4, we used Multiply_Vector2DFloat as the underlying function for this operation. In UE5, we're relying on promotable operators to the work. However, that o ...
A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...
Child Animation Blueprint that inherits a Layer Interface can have the Layer Interface added a second time giving the impression changing the layers within the child will override them for the child ...
Class UText3DComponent from the "Text 3D" plugin contains a "FText Text" member which must be set through a SetText() function to correctly update the component's internal state. Up to UE 5.2, "Tex ...
Version to VersionResultsNew 5.0.3 project to 5.1.1Works as ExpectedNew 5.1.1 project to 5.2Works as ExpectedNew 5.0.3 project to 5.1.1 to 5.2Bug OccursNew 5.0.3 project to 5.2 Bug Occurs The scene ...
The FVector::Normalize function states in its comment that if given a vector that is too small to be normalized, it will set it to 0,0,0 and return false. The function only returns false and does no ...
When creating an Editor Utility Blueprint derived from "Asset Action Utility", UE allows the user to override function "IsActionForBlueprints". When it returns true, the "Supported Classes" setting ...
This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...
A user reported an issue resulting in a crash with callstack pasted below. After a brief investigation I've found that user was able to successfully compile a blueprint where a function taking an ...
On welding physics bodies during primitive component attachment, UPrimitiveComponent::WeldToImplementation() calls GetRootWelded() and then GetBodyInstance() on the returned root. This searches by b ...