When a slider is in RTL flow direction, and thus its position is changed, the handle is not drawn at the correct position during mouse drag. Instead, the handle draws as if the slider was not moved ...
Any transform modifications on the PCGVolume by Sequencer use USceneComponent::SetRelativeTransform directly and are not tracked by the TrackingManager (FPCGTrackingManager::OnObjectPropertyChanged ...
As indicated in the repro steps, we have a StaticMesh asset that, for some reason, has a mismatch in their serialized bulk data where:MeshDescription->GetNumUVElementChannels() == 2FStaticMeshConstA ...
Editing Custom Primitive Data values in the details panel of a placed BP actor with a Skeletal Mesh component does not reflect in the Editor viewport. ...
Note: This started happening in UE 5.4 and persists up to latest. It is probably related to [Link Removed] Closed ([Link Re ...
Changing the ComponentClass of a ACharacter twice and trying to set a SkeletalMeshAsset crashes the engine with a "Cannot replace existing object of a different class" message. The conditions to re ...
Context: FMaterialPSORequestManager::PrecachePSOs() is called at runtime when an asset utilizing a material is loaded. This occurs during engine init, travel, and when any async or synchronous load ...
FGameplayTagQuery does not refresh its cached AutoDescription after GameplayTag redirects are applied during asset load. As a result, after renaming a GameplayTag and restarting the editor, the Game ...
UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs. For actors that are persisted partway through a seamless ...