Previously, all Unreal Types generated by python scripts would be created inside package "/Engine/PythonTypes". This was changed by [CL 32478991 in ue5-main branch], which meant to "remove the restr ...
There seems to be a discrepancy between the output of Get Mouse Position node depending on whether the node is inside an Actor function or called from Event Tick. If the node is present inside a fun ...
When adding a sub level with world partition streaming to a main level where the streaming is also enabled, setting* Level Behavior* of the sub level to Standalone, and saving the result, in the fir ...
A user is reporting that using the following code in a GameMode class causes shipping iOS packages to crash on launch:void ANOGSSDKGameModeBase::StartPlay() { std::thread([](){ std::clog << "THRE ...
If an existing AddComponent node is placed in an Actor Blueprint's Event Graph for a custom ActorComponent-based Blueprint Class, the node will fail to be scheduled after adding a variable marked "E ...
UGameplayStatics::SpawnEmitterAttached will keep relative position when using SnapToTarget. ...
r.MobileContentScaleFactor = 0 should return Native Resolution; 1 should return Standard definiton; 2 shold return an High Definition Resolution. It seems that r.MobileContentScaleFactor is being i ...
When making changes to a property in a component of a Blueprint, those changes are not highlighted when looking at the changes in the Components section of the Blueprint Diff tool. ...
Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...
When Lumen is disabled, but the cvar "r.MeshCardRepresentation" is set to 1, Lumen will continuously enqueue object removal from the Lumen Scene, without ever emptying the array of primitives to rem ...