Users can enter blueprint function names without spaces, for example PascalCase (MyFunctionName) or snake_case (my_function_name). The "My Blueprint" tab functionality for naming functions allow all ...
As dedicated server does not have viewport, USkinnedMeshComponent::BoneTransformUpdateMethodQueue array keeps growing and never clear. ...
Reported by multiple users. When in a networked session a GameplayEffect is automatically removed due to:a tag being added that's not allowed, or (TargetTagRequirements.RemovalTagRequirements.MustHa ...
In UE5.2, there seems to be a problem with the initialization of the reloaded LevelSequenceActor. SequencePlayer->Initialize is not called in ALevelSequenceActor::InitializePlayer() and Tick regist ...
A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...
The async execution from within the context menu state is not cancelled properly when closing the context menu. This means that when rapidly opening and closing context menus there will be corruptio ...
Some of the state in the View Changes menu is cached and never updated. This menu should respond to external actor label renames in the Outliner and files being moved on disk. ...
Normal variables with gameplay tag defaults will show up in the reference viewer.Other reference types used as a local variable default value will show up in the reference viewer correctly. ...
Map Check will generate an error when an actor is attached to a child actor in the Scene Outliner. At runtime, the attachment seems to work as intended so it's only a Map Check issue. The error read ...
Entering an Audio Volume that has a Submix Send set to Pre Distance Attenuation and using a Convolution Reverb causes severe audio glitching. Does not occur if Send is Post Distance Attenuation. Doe ...