An ensure in GatherSubobjectData is being hit under certain inheritance conditions. This appears to be similar and potentially related to [Link Removed] and the fix at CL 16377852. Stepping through ...
Arithmetic assignment operators seem to be applied twice when committed in the Niagara stack. This occurs when entering *= 2.0 for example into a float input. This may be the result of the SNiagar ...
FSequencer::UpdatePlaybackRange does not check the exclusivity of the new bounds when setting them, but UMovieScene::UpgradeTimeRanges does. ...
There is currently no simple way to do a deprecated variable fixup on native variables that are set by a blueprint class. For a simple variable rename, CoreRedirects can be used and will work proper ...
Very rarely, the game client will crash on shutdown and the log will contain messages that look like: LogOutputDevice: Error: Ensure condition failed: false [File:Engine\Source\Runtime\RenderCore\ ...
Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...
A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
proposed fix seems ok to me: UEnhancedInputUserSettings* UEnhancedInputUserSettings::LoadOrCreateSettings(ULocalPlayer* LocalPlayer) { UEnhancedInputUserSettings* Settings = nullptr; ...
When a level sequence animates level visibility as well as skeletal animation on an actor within that sub-level, restoring state will first unstream the level, which will unregister the skeletal mes ...
In a LevelSequenceActor, binding the Sequence Player via Details Panel is not firing events related to the execution of the designated Level Sequence Asset. Manually binding on BP (pulling a connect ...