This occurs because ObjectPropertyNode.h will only check if a category is hidden for it and its subclasses. It should also be checking the parent's categories if it's an edit inline component. ...
The docs mention: "When a streaming Level is set to Always Loaded, it is loaded together with the persistent Level. It also becomes visible at the same time as the persistent Level. It ignores strea ...
Due to the way input is handled on the MoverExamplesCharacter, including AnimatedMannyPawn, we have a delay in the time between when an input event occurs and when it is ingested by the movement sim ...
When playing Montages with Root Motion, the sub stepper extracts root motion transform in small increments. If a Branching Point exists within the interval being extracted, the extraction range is s ...
We’ve run into some unexpected behavior when combining SetGamePause(true) with Level Sequences. When calling SetGamePause(true) while a Level Sequence is playing, the visuals pause correctly, b ...
From the linked EPS case: ---------------------------- In UE 5.7 there were some changes to how Enum member names are stored. This change introduces an assert when cooking using the Editor Debug e ...
When an actor is spawned with Spawn Parameters that are templated the engine crashes when closing a scene. This wasn't happening when there wasn't a physics constraint on the spawned blueprint. Thi ...
This is a regression since 5.5 with skeletal meshes where morph target normal/tangent deformation only works when a mesh is imported as a LOD of an existing skeletal mesh, but not when imported as L ...
Using the shot console command or the RequestScreenshot function to take a screenshot in Gear VR causes the app to crash. This was tested on Android-19, ETC-1 configuration, with both Developer Mode ...
I got a report from one of my designers that since we took 5.6, they have been unable to see the "Promote to Parameter" options when attempting to bind an output from one of our common tasks. I took ...