This is because expansion state is saved per class, and we are displaying multiple objects of the same class at the same type. The UniqueID we add when adding these objects via 'AddExternalObject' ...
This appears to happen with both Virtual Shadow Maps and Cascaded Shadow Maps. ...
If we enter Chinese characters using Microsoft Pinyin after entering 34 or more half-width characters in a text field, they are not reflected in the box. If less than 34 characters are entered, Chin ...
TRange::Difference function does not handle bounds correctly, causes crash in the sequencer when "Trim And Preserve Left/Right" is used in the user's example project. User provided a potential fix: ...
When rendering a single Level Sequence with MRQ, removing the Level Sequence that is actively rendering will create an array out of bounds exception. Also confirmed in //UE5/Main, CL: 36086643 ...
Setting the Phase Count of a RetainerBox to 2 or more may cause other widgets within the same UserWidget to flicker. Upon investigation, we found that during frames where the flickering occurs, the ...
AddActorWorldOffset offsets character blueprints faster than other actors when the character is possessed or anytime after possession/ejection has occurred. ...
Crash when Child Actor Component, that is set to Destroy Other Actor on overlap, overlaps Parent static mesh inside of the blueprint editor Crash Reporter: [Link Removed] ...
Output pins labeled "self" will not appear on interface functions called in blueprints. ...
Filepath for asset referenced in Gamemode blueprint produces error: /Game/ACustom/Code/cBP_Gamemode: Failed import for ObjectProperty /Game/ACustom/HUD/Game_UI.Game_UI_C:STMSG Fix up redirectors ...