Saving and reloading a Blueprint instance with a compilation error, a.k.a., "Bad Blueprint" will lead to a transform reset when the Blueprint is successfully recompiled. ...
There's actually two issues going on here: 1. The REINST references are incorrect, and due to [Link Removed]. 2. Blueprint created components will always have different names between the instance ...
the cable actor does not dynamically deform when the cable actor's parent mesh moves. Instead, the cable actor becomes rigid between the meshes it's bound between. This bug does not occur in the fo ...
Licensees report that the definition of the USES_PER_INSTANCE_RANDOM macro only considers it in the context of the base material. As a result Per Instance Random used only in material layers does n ...
Override Sound Attenuation setting does not work, Sound will play at max volume regardless of distance between source and observer. ...
Created based on user report. The constructor of FGameplayEffectCustomExecutionParameters generates a FActiveGameplayEffectHandle that gets put in GlobalActiveGameplayEffectHandles::Map and stays t ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984. Hardware Accelerated Video Decoding requires DirectX 11, but it appears the combination causes media players to only render a black ...
The editor-scripting blueprint node "Add Data Table Row" fails when the Data Table uses a Row Structure that was defined in blueprint. Internally, it checks if the passed-in UScriptStruct is derived ...