If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
Using the Quit Editor blueprint node crashes the editor when used, instead of exiting cleanly. Closing the Content Browser prevents the crash from occurring, however. ...
Note: This issue also affects MetaSound Patches and any Members Menu List Repro Rate: 5/5 Regression marked as No: issue was seen in 5.2 and 5.1 UE5+Release-5.2-CL-26001984 UE5+Release-5.1-CL- ...
Adding a startup movie to a Lyra Starter game project will cause a crash in a packaged build. Full callstack is attached ...
Sometimes GPU ribbons will link between one another like this, checking in the debugger you can see that the RibbonIDs are different. [Image Removed] ...
When setting properties and saving simulation changes, EditorUtilities::GetEditorWorldCounterpartActor and EditorUtilities:GetSimWorldCounterpartActor functions seem to get the wrong actor. Actors i ...
Spawning Editor Utility Widgets via Spawn and Register Tab and Get ID inside another widget creates unbounded length IDs that get progressively longer with each subsequent spawn, as the ID is append ...
LinkedAnimGraph is not restored at the end of an AnimationSection with ForceCustomMode enabled. There is a problem with the order in which custom mode ends and anim instances are restored, and Linke ...
This is happening because the FInputActionInstance has the event as "triggered" when the triggered event and started event occur on the same frame. This is correct, but when the delegate gets fired ...
Due to CL-20816478 UMovieSceneSequenceTickManager now calculates DeltaTime per Group instead of using DeltaSeconds directly. As a result, the FixedTimeFramerate in the project settings is being igno ...