Starting with UE 5.4, the Color Picker Tool no longer updates preview values in real time for certain editor windows like Niagara when working with User Parameters. This behavior is a regression fr ...
When using the Subobject Data Subsystem in C++, method FSubobjectData::SetupAttachment() can be used to help attaching a component to a parent at a given socket. This function receives SocketName as ...
WindDirectionalSourceComponent.h has a meta edit condition that, by referencing an undefined class property (bSimulatePhysics), throws an error in the logs: LogEditCondition: Error: EditCondition pa ...
The "parent class type" text changing size causes the tabs to shift around a lot when you have a lot of them. We need to figure out a better place for this text to avoid the issue ...
When attempting to drag and drop an actor from the Content Browser into the level viewport during PIE, the actor is not placed at the mouse cursor location if the Player Controller is attached. Inst ...
In a Developer Settings Class, Boolean properties marked with InlineEditConditionToggle do not get written to the associated settings .ini file, preventing configuration settings from being saved pr ...
When creating Foliage or Procedurally Generated Content the culling settings of the Static Meshes do not apply correctly. As soon as either a minimum or maximum cull distance is set the Static Meshe ...
If you have Render All Cameras enabled in MRQ and are rendering a multilayer exr from a sequence that has multiple cameras edited in the camera cuts track the frames where a camera is not active in ...
Some Material Attribute blends in Material Layer Blends can cause Virtual Texture samples to be duplicated in HLSL. This can be avoided by sampling the Virtual Texture in the Parent Material, and pa ...