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 ...
See: UAbilitySystemGlobals::HandlePreLoadMap GAS features static variables that are modified by both server and client, thus result in issues in single process PIE where they access the same memory ...
This issue was found from an external user on Twitter using UE5-Early Access - [Link Removed] The crash happens on asset load. User says that they were following Gabriele's video - [Link Removed] ...
When playing the two metronome sounds, it is expected that when the 1bar asset loops, it will stay in time with the 12 bar asset; however, instead phasing begins to occur. This does not occur when ...
In blueprint graphs, the action list for soft object references of a Object subclass is incorrect. "Equal" spawns an incompatible node, while the expected "Equal (SoftObjectReference)" is missing. " ...
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 ...
Datasmith incorrectly imports 3Dxml files. In 4.27 and Early Access 2 the file imports correctly. ...
Lights set to static will disappear after building lighting. This is not a regression due to it occurring in 5.0 Early Access. ...
This worked in previous releases, but changed around 4.27.2 and Early Access. This prevents users from using C# regular expressions. ...