The crash doesn't occur every time, but it will happen within 3 swap and compiles in my experience. I got multiple different callstacks when I cause the crash using the reproduction steps (they are ...
(Enduring Games) Included Insights trace to show the memory spike in LLM followed by some pretty large time cost frames in the timeline. (Link to insights trace in comments section) ...
The root cause appears to be an order of operations change made for [Link Removed] (CL 18309493 in UE5/Main). On EnhancedPlayerInput.cpp:238, the TriggerStateTracker is combined with state evaluated ...
When using box selection with "Box Select Occluded Objects" enabled, volumes in the box selection zone are not able to be selected. ...
The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...
If in use, DPI Awareness is set after the initial window size is set. For a Windowed window, the settings are unable to restore the prior resolution settings on an application restart due to the pr ...
If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...
When a hot reload occurs in the editor, if the component of a placed actor is selected then focus will switch from the component to the actor's root. This can be confusing when the root is a code c ...
Blueprints copied or moved to another level do not retain variable references to other Actors that are also copied or moved. Reproduced in 4.7.5 binary and Main (//depot/UE4/Promotable-CL-2507843) ...