Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...
Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...
Chaos Trailing Events not exposed to Blueprints and only accessible via Niagara Chaos DI. The licensee noticed that the Trailing event is not available to BPs. It's expected that the same data avail ...
There is a scenario where delta struct serialized fast arrays can replicate changes that introduce additional elements to the array, but without changelists containing the new data. This needs furt ...
If you use StartFrameOffset set to 1 or higher in conjunction with the Use Animation Blueprint, the character's animation will be rough towards the end of the section. Specifically, it seems that th ...
When the function UDataTableFunctionLibrary::FillDataTableFromCSVString() is used from Editor Utility Blueprints or Python Scripts, and the contents of the affected Data Table are currently being vi ...
Occurs 5/5 times. Regression does not occur: UE5Manny Skeletons are new to UE5.0 ...
Context: The Window tab allows a user to open the Levels window in order to add a sub-level to a persistent level. For Unreal Engine 5.0 and beyond, World Partition has made the Levels window obsole ...
A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...
Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...