Edit: Please investigate for not only root component changes, but native component hierarchy changes in general and whether those hierarchy changes apply to actor instances saved as part of maps. O ...
An open but minimized Editor Preferences window causes a memory leak while simulating and repeatedly pressing Play/Stop. ...
This is a regression, the crash seem to have been introduced by CL 40129784 on ue5-main and persists in latest. Function UDataTable::RemoveRow(FName RowName) uses macro DATATABLE_CHANGE_SCOPE_SINGL ...
When applying a Landscape Layer Blend of textures to the Material Base Color, the preview does not update or shows black instead of how the material is supposed to look. When you disconnect the lay ...
There seems to be something wrong with how we close menus and submenus as submenus are opened and closed based on mouse interaction. In particular, we seem to sometimes close the whole menu hierarch ...
When an array of a struct, defined in code, is used in a blueprint, preforming a hot reload after making changes to the class with the struct will cause the blueprint nodes relating to the struct be ...
Waking both of a constraint's rigidbodies re-enables collisions that were disabled by the physics constraint You can also get this issue to occur by either shooting the two cubes around a bit, or by ...
When creating a GameplayEffect, modifiers can tag requirements for the Source and Target tags. For Duration gameplay effects, these tag requirements are checked from FAggregatorMod::UpdateQualifies ...
If any SlowTask is canceled by the Editor's user, and later on the "Find in Blueprints" dialog is opened and needs to perform its async indexing task, the Editor crashes on thread FAsyncSearchIndexT ...
The editor crashes with a failed assertion when opening a blueprint actor that contains a structure with instanced objects. ...