In material editor, if a quality switch node is used together with a static switch to control branch, material parameters in the 'true' branch will never show up in the Detail panel of material inst ...
Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...
A workaround was provided for the user, to use 'Set Attach End to Component' nodes during BeginPlay. While this fixes the issue in gameplay, the editor preview no longer syncs with gameplay. ...
It is possible for a class that implements IPreLoadScreen to leak memory if GetPreLoadScreenType returns EngineLoadingScreen and IsDone returns true before the engine signals loading is completed vi ...
Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
This is technically a regression that was introduced in 5.5. This was intentionally changed in order to address a separate issue [Link Removed]. Additionally, this makes it explicit that the exposed ...
This problem is reproduced on other widgets using MultiLineEditBox. ex.) description in source control commit log pane, comments in blueprints, etc. ...
Launching a second editor with the websocket server enabled will try to bind to the same address as the first editor, and since the websocket server is running in the game thread, it will block the ...