If a code function is written with a delay that doesn't take any arguments, calling the function from blueprints causes the blueprint to get stuck in a loop and not continue to the next BP node. ...
The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...
For actions that are triggered on the Input mapping context, simply adding or removing an InputMappingContext with no related key override with the bIgnoreAllPressedKeysUntilRelease option will caus ...
Third Person C++ project crashing on open on Android Devices 4/4 Repro rate ...
Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...
Any change to the setting for the variable bStartWithTickEnabled in a skeletal mesh component is not registered. The component will tick even when the variable is set to false. Setting bStartWithT ...
When the player is controlling a Character actor, using the CharacterMovementComponent (CMC), unexpected movement corrections will occur while standing still on a movement base that is rotating. ...
CL23957356 changes how to calculate FrameOffset in FNiagaraSystemUpdateDesiredAgeExecutionToken::Execute(). After this change, DesiredAge + FrameOffset could be 0.0 for some a couple of initial fram ...
This is an issue with how FPropertyValueImpl::ResetToDefault works: it uses GetDefaultValueAsString to reset the default value. This is problematic because the LexToString function that is eventuall ...
Regression was checked on UE5-Release-EarlyAccess CL 16682836, Regression - No. ...