Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...
int64 UProperty with ExposeOnSpawn meta tag won't compile from a C++ UUserWidget class. ...
If you specify a Level Sequence of "TakeRecorder_Skeletal" in step 3, there will be only one animation created. The licensee wants this to be the same behavior. ...
When a SkeletalMeshComponent is restarted by calling in order of SetSimulatePhysics and SetComponentTickEnabled, the TickComponent and EndPhysicsTick are executed simultaneously. As a result, the ...
The current implementation for inlining struct members is setup in a way where we start with the outermost struct and only recurse into any child structs if it contains the ShowOnlyInnerProperties m ...
When using a landscape spline with multiple segments, there can be misalignment between spline segments when the tangent length of segments are too short, causing visual seams between meshes that sh ...
When using a Retainer Box in UMG with Color Vision Deficiency enabled, the content inside the Retainer Box is rendered with incorrect colors compared to the rest of the UI. This bug is present in UE ...
When calling EncompassesPoint on an ANavMeshBoundsVolume, the method always returns false even if the target point is clearly within the visible volume bounds. This occurs because AVolume::Encompas ...
In Unreal Engine 5.5 and earlier, users could select “None” as the Preview Game Language in the Editor Preferences. Starting from UE 5.6, this “None” option is no longer available. Based on source ...