We don't clearly define the behavior for a Blueprint function when an execution path without a return node is taken. We should either report an error, or have the function return the default initial ...
Event dispatchers (i.e. delegate property values) are currently copied to the new instance when users copy/paste/dupe actors. However, this means that if you have an instance whose dispatcher is dy ...
Regression no, the issue was reproduced in Windows //UE5/Release-5.0 CL 20280985 repro rate 3/3 After the user tries reimport mesh with nanite enabled from mesh editor the mesh was reimported with ...
Licensee reports incorrect results with FindLocationClosestToWorldLocation when used with non-uniformly scaled spline components. ...
Struct properties marked up with the EditAnywhere and BlueprintReadOnly specifiers are exposed in Widget Blueprints by MakeStruct nodes and split pins on Setter nodes. CanBeExposed in K2Node_MakeStr ...
Blueprint breakpoints on EventEndPlay do not break execution of the PIE session before the session is destroyed. ...
The build system supports many types of flags that can be enabled in game-specific Target.cs files to enable things like logging in shipping, target-specific overrides like custom config, or enablin ...
The fix for this is to override the FEnhancedActionKeyMapping::operator== to account for the deep copy that happens on modifiers instead of comparing addresses ...
Copying and pasting an array of nested instanced subobjects from a level instance into a Blueprint's defaults and adding that Blueprint to the level will prevent the actor instance from saving. ...
Licensee reports change of behaviour between UE4 and UE5 when reimporting a mesh after changing its lightmap build settings. Change of behaviour occurred in 17404767, which was to fix a similar pro ...