They've nailed it down to the following logic FUIActionBinding::TryCreate which doesn't check for the InputAction specified.// Make sure there is no existing binding for the same action associated w ...
ABrush::SupportsExternalPackaging overrides the base implementation of AActor::SupportsExternalPackaging which returns false for transient actors, but it doesn't call super. As a result, transient ...
Factories registered to the PlacementSubsystem using UPlacementSubsystem::RegisterAssetFactory will always be added to the end of the AssetFactories array. Which means if there are any existing reg ...
This behaviour is only observed when implementing the function as a custom event from a blueprint interface. This behaviour is not observed in actors where the blueprint interface function is implem ...
Workaround: Construct the DefaultSubobject with ... = CreateDefaultSubobject<UMassAgentComponent>(TEXT("MASS"), true); The issue appears to be that the DefaultSubobject holds a pointer to the CDO ...
See slack channel: [Link Removed] ...
This is causing confusion when working with color in UE5, specifically when validating for HDR between different reference materials. It has also been noted that the color primaries in PAL and NTSC ...
The root cause appears to be an order of operations change made for [Link Removed] (CL 18309493 in UE5/Main). On EnhancedPlayerInput.cpp:238, the TriggerStateTracker is combined with state evaluated ...
FLinearColor FColorSpaceTransform::Apply(const FLinearColor& Color) crashes while attempting to VectorLoadAligned() when running the UnrealEditor on Ubuntu 22.04. ...