After a change to how StateTree handles Sub-trees returning succeeded, StateTree can now get caught in a loop when trying to transition out of the StateTree. Sub-tree completion and status should tr ...
When setting an actor on a level to the SoftObjectRefence(Type:Actor) variable and outputting the object name as a PrintString, the object name cannot be correctly obtained if the set actor is place ...
There is no particular error. Developer can ignore it. ...
In my example picture I have "Grass" set as the target attribute area but the debug cubes are appearing on the dirt and snow as well. This only happens when the landscape subsections are set to 2x ...
This is not a regression as in 5.1.1 the meshes will load and unload in their proper cell squares when entering and exiting the load distance threshold ...
This is not a regression tested in //UE5/Release-5.1 CL23901901 When Favoriting a Component from the Palette panel of a Widget the Favorites category appears then disappears. For the brief moment i ...
Attached actors do not return to LevelInstance space at the end of LevelInstance editing, and bounds contains level instance offset location. This results in huge bounds. My workaround is: void FL ...
As you can see from the above callstack it appears that calling RestoreArea can call FindPotentiallyClosedTab again higher in the stack, which can Remove() an entry from CollapsedDockAreas- this cau ...
Debugging the code I have been able to verify that in GeometryCollectionComponent.cpp line:2318, the if condition happens every two frames. I think DynamicCollection is not setting all the frames a ...