The enhanced input events defined on the widget will no longer be triggered after the widget is recreated. Until the widget is added with AddToViewport, input events will be triggered correctly. If ...
UDN licensee Prophecy Games has encountered an issue in which the RaytracingGeometry::Tick() function is called twice during a single frame. This causes an assert to trigger, which blocks them from ...
IAssetRegistry::GetChecked().ScanPathsSynchronous() now eventually calls FPathExistence::LoadExistenceData and logs the errorFPathExistence failed to gather correct capitalization from disk for <p ...
When a widget blueprint is created with Enhanced Input bindings in the event graph, when it is subclassed those bindings will not work in the child. This is inconsistent with how Actors function, an ...
Users affected: 51 Total occurrences: 90 Last occurrence: November 19th 2024, 3:25:41 am First occurrence: August 7th 2024, 8:10:10 pm Latest version: ++UE5+Release-5.5-CL-37670630 Platform: Win64 [ ...
There are a number of missing texture assets which are failing to be read when the editor opens. This is causing a warning to be thrown each time the editor opens, potentially causing CI/CD tests (i ...
Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...
When the replicated scene component's AttachChildren array is replicated, the package map attempts to serialize the non-replicated component, causing the warning that the object is not supported. ...
Constraint Actor to Rig with Editor Utility Widget is working for the first time adding to the Sequencer. However if it was deleted and added to Sequencer again, run Scripted Actor Action shows Err ...
The licensee has identified a potential fix by changing if( Settings.bLerpUVs ) to if( Settings.bLerpUVs || UVIndex == 0 ) On line 389 of NaniteBuilder\Private\Cluster.cpp in UE 5.5 ...