To avoid confusing users when working with a Native Branching Point Notify set its MontageTickType to be fixed to BranchingPoint. ...
Scene queries when encountering skeletal meshes with per-poly collision enabled do not return a bone name in the HitResult. Returning the BoneName always or having it as an option via FCollisionQuer ...
If multiple game objects are selected at once and their text field is edited, instead of getting N events, it produces N-squared events. It looks like FPropertyHandleBase::SetPerObjectValue is call ...
iOS link times could be sped up by adding ThinLTO support as was done for Android recently. ...
Note: This issue also affects MetaSound Patches and any Members Menu List Repro Rate: 5/5 Regression marked as No: issue was seen in 5.2 and 5.1 UE5+Release-5.2-CL-26001984 UE5+Release-5.1-CL- ...
Newly added scene components to blueprints will have no billboard sprites, and thus cause the actor to be invisible in the editor unless other visible components are added. They exist on the default ...
Pressing the 'h' key only hides the root actor and none of the children, unlike the scene outliner where clicking the eye icon hides the root actor and all children. This appears to be because edac ...
LinkedAnimGraph is not restored at the end of an AnimationSection with ForceCustomMode enabled. There is a problem with the order in which custom mode ends and anim instances are restored, and Linke ...
Licensee reports issue with setting roll on a spline component control point. ...
There's a vehicle/third person camera stutter observed as the vehicle corners. The issue appears worse with Physics Async mode enabled, and less perceptible with this mode disabled. This video was ...