Allow for Chords in the EnhancedInputUserSettings

UE - Gameplay - Input - Jun 23, 2023

UE Editor 5.3 - Level Viewport - Unlocalized Issues

UE - Editor - Workflow Systems - Jun 23, 2023

How to Reproduce: 1. Open Editor 5.3 (ReltestB) in Localized version (culture= ) 2. Click on the "show" icon in the level viewport 3. Navigate to the following locations in the Show menu and observ ...

Patch missing when importing with CADKernel

UE - Editor - Content Pipeline - CAD - Jun 23, 2023

UE4.27.2 Dangling reference and assertion failure in FMaterialShader::GetShaderBindings() in ShaderBaseClasses.cpp

UE - Rendering Architecture - Materials - Jun 23, 2023

This seems to be a threading issue, as forcing the editor to run single threaded with -onethread makes the assert not reproduce. ...

Added Scene Components are Missing Billboard Nodes

UE - Gameplay - Components - Jun 22, 2023

Newly added scene components to blueprints will have no billboard sprites, and thus cause the actor to be invisible in the editor unless other visible components are added. They exist on the default ...

[Sequencer] Setting additive transform keyframes on Actor Blueprints (using S hotkey) causes Actor to pop

UE - Anim - Sequencer - Jun 22, 2023

See attached gif for popping behavior. The issue does not occur if using the Enter hotkey or clicking the Add Keyframe button. The issue also does not occur on static or skeletal meshes.  ...

PIE window resizes on launch when using Windows scaling

UE - Editor - UI Systems - Slate - Jun 22, 2023

The user suggested scaling the TitleBarSize in SWindow::GetClientRectInScreen by GetDPIScaleFactor(), which makes sense to me but doesn't seem to solve the issue entirely. ...

Iris - check hit in FNetBitStreamWriter::InitBytes if object has only COND_InitialOnly replicated properties

UE - Networking - Iris - Jun 22, 2023

InitOnly FReplicationStateDescriptors will have a value of 0 for ChangeMaskBitCount, so if an object only has COND_InitialOnly properties, its FReplicationProtocol will also have a ChangeMaskBitCoun ...

Level and Blueprint viewports have different behavior when calling FComponentVisualizerManager::HandleClick

UE - Gameplay - Blueprint Editor - Jun 22, 2023

User reports a difference in how component visualizer clicks are handled in editor vs blueprint viewports. This is likely not intentional, just a case of a difference in control flow in each viewpor ...

Unloading a level instance by data layer creates empty folders in the top level of the outliner

UE - World Creation - Worldbuilding Tools - Level Instances - Jun 22, 2023