It seems that local variable creation in control rig isn't following the pattern with regular control rig variables (and general blueprint variables) where the last created and/or edited variable ty ...
It's possible for the server to send a client's character a movement correction with the wrong movement mode. This can occur if a project has client adjustment throttling settings enabled: Networ ...
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 ...
Running with `r.AsyncPipelineCompile=0` causes the issue not to happen. It fails to open about 4 times out of 5. No such problem in development build., it always succeeds. We noticed that if we de ...
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 ...