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 As a result, even though the GameplayAbility is no longer active, the AbilityTask contin ...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 ...
A licensee noticed that SUPPORTS_ANISOTROPIC_MATERIALS is not passed to FShadeLightSamplesCS::ModifyCompilationEnvironment for MegaLights ShadeLightSampleCS. Adding it fixes the issue. ...
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 ...