Currently, the Control Rig Editor allows the user to use the "Instanced Struct" type, for example for a variable or function input/output. However, this type does not seem to be properly supported ( ...
Consider a C++/BP class containing an EditAnywhere/InstanceEditable variable with type (UDataAsset*), (UPrimaryDataAsset*), or any of their subclasses. When setting this variable using a Property Ed ...
'Directions are not Compatible' error on ForEachLoopWithBreak if split struct pin is disconnected from Enum type. Note: If the pins are reconstructed and the resplit, the error is fixed. ...
User reported issue on UDN, steps above and project attached. ...
In the UE5 case, we end up seeing very harsh lines in both the gradient and the distance to nearest surface examples whereas the results in 4.27 appear smooth. It was also interesting to observe c ...
When you create a latent function in C++ with the FLatentActionInfo first it will incorrectly set up the linkage for the latent info such that it gets linked to the incoming execution pin of the fun ...
Texture sizes incorrect and always output 1k resolution textures when creating HLOD proxy meshes and using the per property manual override for texture sizes. I have attached a screenshot which exh ...
When an actor contains a nested component (components declared inside another component class), the hierarchy for the actor blueprint does not match the hierarchy of a placed instance of the actor ...
Assertion failed: SoundWave->GetPrecacheState() == ESoundWavePrecacheState::InProgress The above assertion fail was seen when played in standalone mode. Play-In-Editor mode (PIE) is working as exp ...
Atmospheric Fog cannot be toggled to hidden in the Scene Capture 2D's detail settings. All other setting will toggle correctly. ...