If a static mesh component is added to a scene component class and the scene component is added to an actor - the static mesh that is assigned in the blueprint will not show up in the blueprint edit ...
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 ...
Nanite Skinned Meshes don't receive the correct Local Position in some shadow passes. This depends on the clipmap level, and is not related to VSM caching. Unreal Engine 5.6 shows the same issue, b ...
Using the delete key or context menu to delete a single sync marker created by an Animation Modifier deletes all sync markers created by the Animation Modifier. If all the markers are deleted, and ...
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. ...
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 ...
When playing in Standalone with multiple characters there's the the chance that one of the player states does not get set and remains null. This is not a 100% repro case. Multiple tests may be req ...
When an undone operation is done for a UObject property that has a UEdGraph*, the modified UEdGraph nodes are lost. This UObject needs to be created/spawned in an Editor Environment by another Obje ...
Plugging an Add node which adds a constant value into a Nanite Pass switch node results in derivative ops to be detected where there should be none (which show up as red in the No Derivative Ops deb ...