[Link Removed] Original issue shared on UDN: [Link Removed] ...
When a blueprint's component hierarchy is changed by changing a child component's mobility value to Static while deleting its parent component which has Movable mobility, levels saved with an outdat ...
When inside an array is used a UStruct with a FGameplayTagQuery var that has the EditCondition meta that is evaluating inside the struct. When a new element is added to the array in the editor, if a ...
The user was having issues with setting the correct ENiagaraCoordinateSpace enum in their python script. This enum currently exists in the engine as both a user-defined enum (which is deprecated), a ...
Cascaded shadows disappear at some FOVs when far from the world origin. This behavior was not present in 5.2. Also found in CL: 32690246 in Release-5.4 ...
WidgetComponent controls widgets through VirtualWindow, but VirtualWindow does not have HWND, so IME cannot be enabled. The following workaround enables IME activation. void FSlateEditableTextLay ...
This bug causes an editor crash. This crash occurs when changing the default values of a UStructs properties that are used as EditConditions, when they are set to InlineEditConditionToggle within a ...
The issue seems to occur when a replicated child actor is received on the client before its parent. The child actor will first be spawned at its correct global position, with its root component's p ...
To enable proper validation between virtual texturing and opacity masked materials, a user has to check a project-level setting in order to get the material to compile, otherwise, they will encounte ...