When loading soft object paths directly, it applies any important CoreRedirects by calling the function FixupCoreRedirects if the initial load attempt fails. In the repro steps, this will apply this ...
Classes that inherit from FTickableObjectBase are added to the tickable queue by the QueueTickableObjectForAdd function during their construction (see FTickableGameObject::FTickableGameObject). At t ...
WindDirectionalSourceComponent.h has a meta edit condition that, by referencing an undefined class property (bSimulatePhysics), throws an error in the logs: LogEditCondition: Error: EditCondition pa ...
When changing the version in UGameUserSettings, the expected behaviour is that GameUserSettings.ini will be wiped/delete and then regenerated. The actual behaviour is that within the ValidateSetting ...
The "Open Level By Name" is not able to find the map to travel when the map is not included in the "List of maps to include in a packaged build" option. This issue was not happening in UE 5.3 and UE ...
When you call GetOuter() inside AssetUserData::PostEditChangeOwner, the Outer that is returned, is marked as "Trash". This is because the object is constructed again when an AssetUserData is added. ...
The collision for a spline mesh can be calculated incorrectly. The issue appears to be when Alpha is out of range when calculating the slice transforms at splice offsets. ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
An editor crash can be observed when copy-pasting an actor with an actor component with an instanced object property when set to a non-default value. Detailed steps to reproduce are provided below. ...