The current implementation for inlining struct members is setup in a way where we start with the outermost struct and only recurse into any child structs if it contains the ShowOnlyInnerProperties m ...
An ensure in GatherSubobjectData is being hit under certain inheritance conditions. This appears to be similar and potentially related to [Link Removed] and the fix at CL 16377852. Stepping through ...
This is causing confusion when working with color in UE5, specifically when validating for HDR between different reference materials. It has also been noted that the color primaries in PAL and NTSC ...
The crash can be worked around by modifying FFoliageISMActor::Serialize as following code : void FFoliageISMActor::Serialize(FArchive& Ar) { #if WITH_EDITORONLY_DATA if (!Ar.IsCooking()) // ...
A user reported that UToolMenus::GenerateWidget will crash if UToolMenus::AddReferencedObject is called during the construction of a menu. Using the above in-code repro steps, I can repro this in a ...
When a GameplayEffect (GE) grants an GameplayAbility (GA) via an AbilitiesGameplayEffectComponent on the GE, that ability will not be correctly removed if that GE is added and removed within an Abil ...
This comes from a UDN report. [Link Removed] When launching the editor with -game, if a material contains a null expression (for instance because that material expression has been removed), the bin ...
When validating a changelist, unrelated errors to the changelist can appear. Here's an example of running the validation on a cl named "temp cl" which just contains a single actor "Cylinder". The A ...