1. Non-Deterministic LastAuthority Serialization LastAuthority is assigned in USplineComponent::Serialize. Its value depends on the order in which the object and its archetype are serialized, leadi ...
The cursor position is no longer updated during drag and drop, so drag-over events cannot respond correctly. Commenting out the following code in WindowsCursor.cpp works as a workaround ( the behavi ...
This is a regression, here's the repro in FN/Main (48954958) : [Link Removed] And now in UE5.7 (48496583) : [Link Removed] ...
When an Actor Component contains an Instanced UObject array marked EditDefaultsOnly, adding a new element to the Blueprint defaults correctly updates the Blueprint and its own Property Matrix. Howev ...
Unreal currently locks any assets that are loaded. Actions such as "revert" from within the editor handle this properly by unloading the asset but unshelving from within the editor does not respect ...
[Link Removed] was fixed by CL 46990575, successfully avoiding an ensure condition inside FIntervalStructCustomization::SetValue() when its Property Node is no longer valid. However, the same proble ...
Context TOptional<T> is a wrapping struct around a type, that lets the property have an set and unset state, in addition to the property's value when set. It is editor exposed: designers can open b ...
File "<ENGINE_PATH>/Engine/Config/BaseEditorSettings.ini" contains the following setting: [/Script/UnrealEd.ContentBrowserSettings] ; Whether to display the game project plugins in the Content Brow ...
Right-clicking any object (Assets or ExternalActors) in ViewChanges allows selection. Conversely, using Source Control > View Changes from an Actor's right-click menu in the Outliner navigates to Vi ...
Hovering over items in the ViewChanges list shows resource paths and short package names, but these cannot be copied. Users must instead select the Actor in the Outliner to copy this information. Pl ...