The problem is that UCharacterMovementComponent::MoveAutonomous can tick the anim instance and dispatch notifies outside of the regular skeletal mesh component tick. But when MoveAutonomous calls T ...
ULandscapePatchComponent::SetIsEnabled, IsEnabled, etc. are all callable from BP but not from c++. This is not convenient for licensees ...
ULocalPlayerSaveGame::IsSaveInProgress always returns true after the first save is requested. This is due to the return statement checking if either an error has yet to be reported or a success has ...
Destroying a welded actor is causing an Array index out of bounds crash on 5.6. The licensee has provided a repro project that reliably causes a crash whenever the spawned actor is destroyed. There ...
Class UText3DComponent from the "Text 3D" plugin contains a "FText Text" member which must be set through a SetText() function to correctly update the component's internal state. Up to UE 5.2, "Tex ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...
If we have PSDs that contain assets that were added manually to the database and also others that were added via branch in notifies then SynchronizeWithExternalDependencies will remove and re-add th ...
Also verified on Release-5.5.4 CL 40574608 ...
Context: Data Layers is a system within World Partition used to organize Actors both in the Editor and at runtime. It allows for the user to dynamically load and unload layers in the Editor to help ...