UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...
Repro Rate: 3/3 This issue was reproduced in //UE5/Release-5.1 at CL 23058290. This is confirmed to be a regression since the errors do not occur on the previous version and is regression tested o ...
This issue is related to [Link Removed], where the "?listen" option sent on the URL to clients could cause issues with RPCs being called locally during travel. The fix to remove the "?listen" option ...
A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the clie ...
There is a consistent crash when incrementally compiling headers containing generated code. The code for launching UHT accesses a property which is null when compiling with the UBT makefile. ...
The settings .ini files for games packaged for windows appear to be getting overwritten with blank files whenever the game is run. Even if settings are added to the .ini files manually, the files be ...
After opening the GPU Visualizer window, pressing the "X" to close the window causes the editor to crash. ...