During a Multi-User Editing session with two or more team members two or more users can take control of the same actor and move it to different locations in the viewport at the same time. However, ...
This is not a regression. Tested in //UE5/Release-5.2 CL26001984. Hardware Accelerated Video Decoding requires DirectX 11, but it appears the combination causes media players to only render a black ...
QAGame Win64 Development BootTest: * Ensure: Ensure condition failed: oldValue == newValue [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp] [Line: 311] oldVal ...
Does *not* occur in editor. Only in standalone and runtime. Occurs when modulating Chorus or Bit Depth Also occurs in 5.2 and 5.3. I also noticed the test with this is supposed to set the chorus e ...
Possibly a regression, but I could reproduce this issue as far as 5.2, so unsure when it started. The issue seems to be that the cloth painting tool lock the camera movements during painting, but d ...
Using the new GameplayEffect's component based configuration, selected tags (FGameplayTagRequirements) don't inherit from parent GameplayEffect blueprints to child BPs. ...
The cooker settings include the ClassesExcludedOnDedicatedServer/ClassesExcludedOnDedicatedClient lists, which specify classes that should be excluded when cooking a dedicated server/client. These l ...
This will need more investigation, but at least in PIE (to check if we can do the same in editor), when a level is streamed-in, we should only add the new missing folders for this level and when str ...
The channel output for 5.1 Waveplayer on MetaSounds is different when Platform Default (Vorbis) codec is chosen on Windows Platform Default - L, C, R, LS, RS, LFEBink, PCM, ADPCM - L, R, C, LFE, LS ...
The class FcollisionProfileNameCustomization customizes the property editor for the class FcollisionProfileName. However, it does not handle the case where multiple assets/actors are being edited si ...