When undoing any change to Rest Offset for a collision mesh the engine will crash. This issue is occurring in Binary //UE5/Release-5.3 @ CL 26560699 This issue is occurring in Binary //UE5/Release- ...
UK2Node_VariableSet::ShouldFlushDormancyOnSet only returns true for classes that derive from AActor. This leads to inconsistent behavior, as the owning actor will not have FlushNetDormancy called on ...
The rules by which chunks are created are ambiguous and currently do not ensure that both PakFileRules and PrimaryAssetLabel settings are reflected. In this sample, depending on the PrimaryAssetLabe ...
The Duration Magnitude property is not zeroed out if a Gameplay Effect's duration policy is changed from HasDuration to Instant. As a result, UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf e ...
This is a bug reported from a UDN customer with a sample project and video attached that goes over the input consumption states and how they are incorrectly being set when changing UI modes ...
BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...
I believe this is happening because when you change your logged in user, the Slate Application will automatically create a new second slate user with an ID of 2. This is bad because the Slate App is ...
Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions. ...
Non-instanced object ref properties are incorrectly being skipped at property initialization time when Blueprint class instances are spawned with the fast property initialization path enabled. This ...