Subobject editor collapsed nodes are auto expanded when adding or moving a node

UE - Framework - Blueprint Editor - Apr 3, 2023

Node operations cause all of the collapsed nodes to be auto expanded. This is disruptive when working with complex hierarchies because you can't hide irrelevant components. ...

Changing default values in a user defined struct will break links

Changing user defined struct values appears to break any nodes that use pin splitting for the given struct. It would appear that some parent pins aren't set correctly during reconstruction, which or ...

Materials are added to a Model that has been modified by Cube Grid

UE - Graphics Tools - Modeling Tools - Apr 3, 2023

This is not a regression. Tested in //UE5/Release-5.1 CL23901901 Changing materials before making a change to a model with cube grid causes that previous selected material to be added to the model ...

Allow users to keep files they have submitted themselves and still sync forwards

UE - Foundation - UGS - Mar 30, 2023

UGS displays a prompt if syncing to latest would sync back before changes the user submitted themselves. It would be nice to allow them to keep their own files at least. ...

Duplicated function in BP editor is categorized differently from copy/paste

UE - Gameplay - Blueprint Editor - Mar 30, 2023

From licensee: If I create a function in a Blueprint Interface or Blueprint Function Library and leave it in the Default category, it shows up in the "All Actions for this Blueprint" menu under "Cl ...

Left thumbstick doesn't trigger as input using CommonUI

UE - Editor - UI Systems - UMG - Mar 28, 2023

https://udn.unrealengine.com/s/question/0D54z00008xo1TpCAI/commonui-left-thumbstick-input-do-not-trigger-onkeydown-properly-even-if-there-isnt-any-navigation-event-being-triggered?fromCase=1 ...

Math expression nodes should use CommutativeAssociativeBinaryOperator when applicable

UE - Framework - Blueprint Compiler - Mar 27, 2023

Read-only nodes used in math expression should use CommutativeAssociativeBinaryOperator when appropriate. Even though these nodes can't be modified, there is the occasional need to copy these nodes ...

A Kinematic controlled vehicle is not rendering correctly when it has a non-identity transform.

UE - Simulation - Physics - Mar 27, 2023

There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...

Vehicle clutch not fully simulated in Chaos Vehicle Plugin

UE - Simulation - Physics - Mar 27, 2023

There is no manual clutch control exposed to users. For completeness this should be available via blueprint in the same way that the settering, throttle and brake are user controlled. ...