A customer found out that the NotificationNumber static variable is never incremented. This results in a constant NotificationIdentifier string when using the same Title. Seems like it should be ...
If an actor has a custom event that can be called in the editor and that event is then overridden by a child blueprint, both events will show up in the details panel. The issue is that these two eve ...
ActorActionUtility / AssetActionUtility use SStructureDetailsView to show dialog for editing function's parameter ( FBlutilityMenuExtensions::CreateBlutilityActionsMenu ). But SStructureDetailsVi ...
Audio/Video Devices are no longer accessible via Media Player on Mac. User info: "We think it is connected to camera and microphone privacy. We have got a crash trying to access to camera from cust ...
Repro Rate: 3/3 This is a live issue that has been tested to occur in //UE5/Release-5.1 at CL 23058290. This is also confirmed to not be a regression since this issue also occurs in //UE5/Release- ...
While using a custom struct that contains a TArray member variable with FInstancedStruct, you cannot edit it in the editor without a crash. Other structs and types work as expected even if they deri ...
If placing an actor with SmartObjectZoneAnnotationComponent added to blueprint actor in a level, it will crash when the level open. As a workaround, adding SmartObjectZoneAnnotationComponent to the ...
The currently implementation of WmfMedia player initialization is incorrect in that it creates a playback topology that includes all source tracks, but some of them are disabled. The intent was to e ...
A customer has had problems running a game with a splash screen when passing -game flag to the editor. UpdateSpashScreen will call GetCurrentFrame, which can return a nullptr but fails to verify it ...
We currently do not copy over the Config folder when we are packaging a plugin for inclusion with a packaged game. This is likely because we haven't supported plugin config files in the past, but th ...