The UMG editor will compile as if the blueprints is valid if you make "Get Text" node from a TextBlock variable, delete it and create a EditableText variable with the same name. When running a scene ...
The user tried to use the composure pipeline and followed what is written in the Documentation. All the elements and nodes written out in the documentation worked as expected with the exception of t ...
You can no longer set the StateTree asset to use in a Mass Entity Config data asset. The list shows as empty even when making a new StateTree specifically using Mass Behavior schema. Attempts to add ...
'Moved' event pin doesn't trigger on the 'Input Touch' node correctly Regression: This does not happen in 4.10.2. The 'Moved' pin triggers at all times when the mouse-button is held and the mouse i ...
Crash when element is added to a map variable with unhashable key. An error is thrown on compile but an element can still be added under the Details panel of the variable. Crash Reporter: [Link Rem ...
Constraint Actor to Rig with Editor Utility Widget is working for the first time adding to the Sequencer. However if it was deleted and added to Sequencer again, run Scripted Actor Action shows Err ...
While executing [Link Removed] Sequencer - Recording - Basics - Template – attempting to view a recorded sequence while in PIE triggers a set of warnings each time the play button was pressed. LogUO ...
From the UDN:When setting the PlayerController input mode to "UI Only", all game inputs are blocked/frozen to their current state, and release (ETriggerEvent::Canceled) is not called on them. Any in ...
Support for editor-exposed uproperties of type TOptional<T> has been added by CL 28199740 on september 2023. However, since then until today in UE 5.5, a crash can happen when exposing TOptional<FNa ...
Error message: Assertion failed: Mesh.VertexFactory->IsInitialized() [Link Removed] [Line: 45] Source Context: 32 // Keep a reference to the hit proxy from the FPrimitiveSceneInfo, to ensu ...