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. ...
Subobject sorting is not stable in the Subobject editor, so the UX is bad if you are creating complex hierarchies because it's difficult to keep track of newly added or reordered components. ...
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 ...
This is not a regression. Tested in //UE5/Release-5.1 CL23901901 Editor crashes with an assertion after interaction with an Instance Static Mesh component that is in a locked level. This doesn't af ...
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 ...
There is a one-line fix for this in a shader file, see their PR on GitHub:https://github.com/EpicGames/UnrealEngine/pull/10251/files ...
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. ...
If a variable is renamed on a blueprint, then any child blueprints will lose their default values for that variable and reset to the parent's default value. This resetting only happens with the Chi ...