When using External Data Layers in conjunction with Game Feature Plugins and World Partition levels, removing a Game Feature Action or changing its type to "None" does not remove the associated Exte ...
When the "Virtual Production Utilities" plugin is enabled, the Editor makes available a list of "Virtual Production Roles", which can be created and individually selected in a "VP Roles" dropdown on ...
The editor crashes with a failed assertion when opening a blueprint actor that contains a structure with instanced objects. ...
When using Attenuations with MetaSounds, if the Attenuation Shape is Sphere it works as expected. However, other shapes do not work correctly. The sound either becomes deactive or sometimes the soun ...
The behavior for resetting the default for customized struct properties is inconsistent and needs to be reviewed and fixed. Currently we see this behavior:In non-array properties, the header will be ...
Constraint Actor to Rig with Editor Utility Widget is working for the first time adding to the Sequencer. However if it was deleted and added to Sequencer again, run Scripted Actor Action shows Err ...
The Left Mouse Button Pressed event is not firing when Input Mode Game Only is set and Show Mouse Cursor is true. Attached is an example project (4.23) that demonstrates the issue. Found in 4.23.0 ...
At editor-time (ie, while using the editor and NOT in a PIE session), the Animation Blueprint's ability to read updated values appears to depend on what component of an Actor is currently selected, ...
When moving these components around in the world editor, the transform gizmo will move with the undo, but the actual component will not. I could not repro this behavior with non-native component ...
I believe that this is happening because of a problem within USubobjectDataSubsystem::FindOrCreateAttachParentForComponent where it is creating duplicates of the character mesh because the "TestScen ...