It seems that switching the preview mesh in the control rig editor is affecting the initial transforms in the hiearchies of related control rigs in the level viewport. This seems to be due to the c ...
SkeletalMeshActor using a PhysicsAsset with custom box shapes may flicker rapidly in Editor when not selected, and also flickers in PIE mode. If occlusion culling is disabled the flickering stops. ...
[Link Removed] Original issue shared on UDN: [Link Removed] ...
When a blueprint's component hierarchy is changed by changing a child component's mobility value to Static while deleting its parent component which has Movable mobility, levels saved with an outdat ...
When inside an array is used a UStruct with a FGameplayTagQuery var that has the EditCondition meta that is evaluating inside the struct. When a new element is added to the array in the editor, if a ...
The user was having issues with setting the correct ENiagaraCoordinateSpace enum in their python script. This enum currently exists in the engine as both a user-defined enum (which is deprecated), a ...
Cascaded shadows disappear at some FOVs when far from the world origin. This behavior was not present in 5.2. Also found in CL: 32690246 in Release-5.4 ...
WidgetComponent controls widgets through VirtualWindow, but VirtualWindow does not have HWND, so IME cannot be enabled. The following workaround enables IME activation. void FSlateEditableTextLay ...
This bug causes an editor crash. This crash occurs when changing the default values of a UStructs properties that are used as EditConditions, when they are set to InlineEditConditionToggle within a ...