SetBlendState() is called from non-UI code but has HDR UI overrides baked in. The UI specific code should be moved to the UI code that calls SetBlendState() - likely in FCanvas, or the function sho ...
FSkinnedSceneProxy's never get unregistered from the DynamicWind system In FDynamicWindTransformProvider::UnregisterSceneProxy, there's an early out that says: if (SkinningSceneExtProxy == nullptr ...
Starting with UE 5.4, function FNiagaraRendererRibbons::GenerateDynamicData() from file [NiagaraRendererRibbons.cpp] attempts to calculate DynamicData->MaxAllocatedCountEstimate as such: DynamicDat ...
When setting up View Bindings from the "UMG Viewmodel Plugin" on a Widget Blueprint, it is possible to select a compatible "Conversion Function" from the list of available bindings. By default, the ...
When binding to a Post Process AnimBP in Sequencer causes MovieScene to run the Spawn and Instantiation phase every frame. The code here explicitly looks at the AnimInstance on the Skeletal Mesh C ...
When using a No Primary Result Chooser that contains an FGameplayTag parameter, an Evaluate Chooser node using that chooser will cause a compilation error: LogBlueprint: Error: [AssetLog][PathToPro ...
The preview Viewport in the Material Editor does not correctly render World Position Offset. It appears that the RenderVelocities pass (which is also drawing the depth for the preview sphere) does ...
When importing camera animation FBX files into Sequencer, enabling the "Force Front XAxis" option causes the key tangents for Rotation-Pitch (Y) to be inverted. This results in broken animation curv ...
Summary When Nanite Tessellation (Nanite Displacement) is enabled on a Landscape in UE 5.7.3, scaling the Displacement value via Multiply nodes in the material graph causes floating terrain ghost a ...
When attempting to scroll the ScrollBox upward, the cursor briefly shifts focus to another widget (CommonTabListWidgetBase). When logging this behavior using LogSlate VeryVerbose, it can be observed ...