Context: PCGComponents on actors contains a category "Instance" that allows the user to connect a PCG Graph of their choosing to the PCGComponent which allows the Procedural Node Graph to sample the ...
Context: Blueprint classes can use Instanced/EditInlineNew object property specifiers to create and edit subobjects directly in the editor. Problem: If a child blueprint class has an Instanced/Edit ...
When using the DynamicMaterialParameters Niagara module in UE 5.6, 5.7, and UE5-Main (CL 50298778), updating an emitter causes Boolean values, such as Index0Float0Write, to reset to default values, ...
When an Actor Component contains an Instanced UObject array marked EditDefaultsOnly, adding a new element to the Blueprint defaults correctly updates the Blueprint and its own Property Matrix. Howev ...
When a GameplayAbility is ended from within a child AbilityTask, the AbilityTask is not cleaned up correctly. As a result, even though the GameplayAbility is no longer active, the AbilityTask contin ...
When a Chaos joint constraint is first created, having linear/angular plasticity enabled will unexpectedly force its linear/angular drive position target to zero on initialization, disregarding the ...
When working with beam and ribbon effects in Niagara, Emitter.BeamID is used to fill Particles.RibbonID so that a looping emitter can spawn multiple discrete beams. Emitter.BeamID is assigned by mod ...
The cursor radius configured through FSlateApplication::SetCursorRadius() is not respected during Slate hit testing. The radius value is correctly stored in FSlateApplication and passed into FHittes ...
Sun disc in the default level has precision or depth fighting issues ...
[NickW] This needs to pull the Play Bounds from Vive. The old soft / hard bounds system appears to be partially deprecated The Get bounds node does not appear to return the correct in game chaper ...