It is possible for an editor crash to occur if a build is running (Lightmass in this case) and another is launched such as Build World Partition Minimap (as well as HLOD and Spline builders). This i ...
Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...
When a groom is present, setting any SamplesPerRay SMRT CVar to zero results in an unexpected complete shadow projected from the light. ProjectLight() in VirtualShadowMapProjection.usf has addition ...
Error on some Niagara emitters using the WindForce module: LogNiagaraEditor: Error: Invalid input type found while attempting initialize new rapid iteration parameters. Function Node: /Game/FX/Expl ...
When using EditCondition to control the editability of FInstancedStruct properties in a class derived from UDeveloperSettings, the condition is only partially respected. Specifically: A TArray<FIns ...
Editor mode keyboard shortcuts active when in Play In Editor. This behavior is a departure from previous versions. It was described by the licensee as confusing and it clashes with gameplay assigne ...
When a TInstancedStruct contains a UObject marked with EditInlineNew and DefaultToInstanced, the reference is lost after compiling the Blueprint but only when the struct is part of a native Actor cl ...
Note: This affects all versions from at least UE 5.3, including mainline latest. The "Animation" Editor Mode allows creating constraints for level actors. One of these, the "Parent" constraint, con ...
Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...
In 5.6, a referenced asset path looks something like prepend references = @../../../../../Data/USD/Exports/FN-Main/ExportFolder/Assets/Sphere.usda@ instead of prepend references = ...