Request for 'Switch on Int' nodes to throw a warning or auto refresh if an execute pin is removed. For example: If the 0 pin is deleted, users may not realize the pins will reset back to (0,1,2,3,e ...
Repro Ratio: 3/3 Regression was tested in //UE5/Release-5.0-EarlyAccess CL-16682836 since this is a new feature of UE5. The issue did happen ...
This is a common crash that has occurred since at least 4.15. The callstack is similar to [Link Removed], which was resolved in 4.16. User Descriptionsdisable sound concurrency Source Context 5 ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
An attached actor's relative location isn't correct on the client when the actor has its position changed to that of the parent actor before attaching with the "Keep World" location rule. On the cli ...
Numerous LogMetal: Warning: AsyncCopyFromBufferToBuffer on overlapping ranges Warnings Warnings do not appear to be linked to any visual/performance problems in the editor. Could be safely ignored. ...
This problem seems to occur because Rotation is not taken into account when calculating Weight. I have confirmed that it can be solved by calculating the rotation as follows.float ULandscapeCompone ...
Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...
Crash that occurs when applying a masked material (with LandscapeLayerBlend and LandscapeVisibilityMask) to a Landscape's material slot. This is a regression: broken in 4.16.0 CL 3405315 worked in ...
If a user edits a instanced variable which is nested inside two other instanced variables in blueprint editor, a crash will occur ...