Reparenting an actor BP to EditorUtilityActor does not give access to editor utility nodes

UE - Gameplay - Blueprint Editor - Jul 11, 2022

Ran into this while answering a UDN. A user was expecting to find the blueprint functions available to Editor Utility Blueprints after reparenting their actor to EditorUtilityActor. I confirmed that ...

Can not affect "r.SetRes" command in editor new window

UE - Foundation - Core - Jul 11, 2022

When playing in "New Editor Window" mode, entering the r.setres command does not change the screen size. This worked in UE4.27, but no longer works in UE5.0. ...

[MetaSounds] [Asset Importing] - Can't Import Wave Files Created from MetaSound Wave Writer

UE - Audio - MetaSounds - Jul 8, 2022

Wave files created by the Wave Writer nodes in MetaSounds cannot be imported successfully into the engine. On my end, wave files created by Audacity could be imported successfully, so there does see ...

ISequencer::OnPlayEvent does NOT fire at the end of playback in Sequencer editor

UE - Anim - Sequencer - Jul 8, 2022

ISequencer :: OnStopEvent is executed when pause, but not when playing to the last frame and stopping automatically. This is because OnStopDelegate.Broadcast(); is only in FSequencer::Pause(). When ...

UMGs are rendered over the viewport's icons on UE5 editor

UE - Editor - UI Systems - Jul 6, 2022

UMGs are rendered over the viewport's icons on UE5 and the icons cannot be visible and selected even if you detaches from the player controller.[Link Removed][Link Removed][Link Removed] I confirm ...

When another AnimMontage is playing while an AnimMontage is playing, AnimNotify be called twice.

UE - Anim - Runtime - Jul 1, 2022

When AnimNotify is set to AnimMontage, these Notify events may be output twice. It can see it if you let another Montage play while the first one is playing. If you stop the first Montage, it will a ...

Crash may occur if Actor is selected on the outliner and then discarded

UE - Editor - Workflow Systems - Jul 1, 2022

Discarding Actor while it is selected on the outliner may cause a crash. This may be caused by operations from C++ not being listed in the UNDO list, which may refer to unreferenced objects during ...

ModularGameplay and other runtime plugins have wrong LoadingPhase

UE - Gameplay - Jun 30, 2022

Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...