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 ...
Triggering an actor component recompilation resets all the variables to the default state on spawned actors in the level. Users can unintentionally lose property settings on placed actors in a worl ...
When setting an AnimNotify to an AnimationSequence, this AnimNotify can be triggered multiple times when only set once. This issue only happens when the mentioned AnimationSequence that contains the ...
If any SlowTask is canceled by the Editor's user, and later on the "Find in Blueprints" dialog is opened and needs to perform its async indexing task, the Editor crashes on thread FAsyncSearchIndexT ...
Property Editors for asset types allow you to drag assets from the Content Browser into them, or to make a selection using an Asset Picker widget. Some examples would be selecting Static Meshes or M ...
In UE 5.4, when deleting actors in our levels, some blueprints will be mark dirty despite not having changed. We traced that down to FAssetRenameManager::CheckPackageForSoftObjectReferences. The af ...
A Packaged build that has had an Editor Only Component added to one of its Blueprints logs a false positive warning in USimpleConstructionScript::FixupRootNodeParentReferences(): USimpleConstructio ...
When editing a Packed Level Actor (PLA) that is inside another PLA, z-fighting or mesh disappearance will occur. More specifically, it is seen when duplicating a mesh inside the PLA, upon saving the P ...
Launching a second editor with the websocket server enabled will try to bind to the same address as the first editor, and since the websocket server is running in the game thread, it will block the ...
The Physics Asset Editor has a "mirror" feature that allows physics bodies and constraints to be mirrored from one side of a skeleton to the other. If this operation worked correctly, it could save ...