Allow for Chords in the EnhancedInputUserSettings

UE - Gameplay - Input - Jun 23, 2023

Added Scene Components are Missing Billboard Nodes

UE - Gameplay - Components - Jun 22, 2023

Newly added scene components to blueprints will have no billboard sprites, and thus cause the actor to be invisible in the editor unless other visible components are added. They exist on the default ...

Reset to default behavior for arrays is inconsistent about updating customized struct headers

UE - Editor - Workflow Systems - Jun 22, 2023

The behavior for resetting the default for customized struct properties is inconsistent and needs to be reviewed and fixed. Currently we see this behavior:In non-array properties, the header will be ...

Keep Simulation Changes Applies to Incorrect Actor with Sublevels

UE - Editor - Workflow Systems - Jun 21, 2023

When setting properties and saving simulation changes, EditorUtilities::GetEditorWorldCounterpartActor and EditorUtilities:GetSimWorldCounterpartActor functions seem to get the wrong actor. Actors i ...

Inconsistent Behavior in Hiding Child Actors

UE - Editor - Workflow Systems - Jun 18, 2023

Pressing the 'h' key only hides the root actor and none of the children, unlike the scene outliner where clicking the eye icon hides the root actor and all children. This appears to be because edac ...

LinkedAnimGraph of AnimBP is not applied to the character to which ForceCustomMode is applied in the sequencer after the sequencer playback is completed

UE - Anim - Anim in Engine - Jun 16, 2023

LinkedAnimGraph is not restored at the end of an AnimationSection with ForceCustomMode enabled. There is a problem with the order in which custom mode ends and anim instances are restored, and Linke ...

Expose atlas parameter to CurveAtlasRowParameter node as well

UE - Rendering Architecture - Materials - Jun 12, 2023

This has been spotted and notified by a UDN user through case [Link Removed] The CurveAtlasRowParameter node exposes the Curve parameter to be overridden in derived Material Instances but not the A ...

Translucent mesh dissapears when using masked shadows

UE - Graphics Features - Shadows - Jun 7, 2023

This bug appears to be related to pass filtering. To observe correct behavior. In Project Settings->Rendering->Optimizations, set “Early Z-pass” to “Decide Automatically”, and disable “Mask materia ...

[Audio][Niagara] - Audio Spectrum only reacts to Channel 0, despite setting to another channel

UE - Audio - Submixes - Jun 6, 2023

While doing some extra testing of the Submix Analyser fixes, I noticed there is a setting to set the channel of the submix to give the analyser. It always works for channel 0, but changing it to any ...

Material Function Instances do not show up in the Material Function Call node

UE - Rendering Architecture - Materials - Jun 5, 2023

This is not a regression. Tested in //UE5/Release-5.1 CL23901901. The Material Function Instance can be dragged and dropped into the Material Function Call. ...