If after placing a notify on an anim sequence timeline you modify a property that is used in the GetNotifyName function of a blueprint notify in engine version previous to 5.5 (5.4.3 for example) th ...
When you create a GeometryCollectionActor by dragging a GeometryCollectionAsset from the ContentBrowser into the scene, instead of using the PhysicsMaterial defined in the GeometryCollectionAsset, i ...
Context The showFlag.CollisionVisibility 1 cvar is a viewport visualization mode that highlights which Actors will block visibility. The showFlag.CollisionPawn 1 cvar is a Player Collision viewmode ...
In AnimNode_RigidBody.cpp, PhysicsSimulation->CreateActor() is being passed World Space transforms, when it should be getting Local Simulation space transforms. The licensee has reported that FAnimN ...
UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...
Categories are not processed correctly for gameplay tags when meta "Categories" is used. Categories filter which categories appear for the mentioned gameplay tag variable and with recent changes, it ...
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 ...
Note: This started happening in UE 5.4 and persists up to latest. It is probably related to [Link Removed] Closed ([Link Re ...
Consider an array property that can be edited in the StateTree editor. This can be a State Parameter or an exposed property of a Condition or Task, for example. Each element of the array can be boun ...