If you add/enable nDisplay as a plugin it should default to ON in the Project Plugins Settings, while Cluster Replication should remain off by default. ...
A user has reported a failing ensure in FMRSWRecursiveAccessDetector::AcquireWriteAccess(), a race condition that has a small chance of happening when launching the editor. FLiveCodingModule::Start ...
Originates from UDN [Link Removed] ...
ResavePackagesCommandlet -fixupredirects fails to fixup pointers from external actors that are pointing to objectredirectors. It fails to fixup those pointers because we specifically skip loading of ...
When we use SwapRootBone_Actor, we expect to move in the X-axis direction, which is the forward direction of the Actor. However, it does not take into account the RelativeRotation of the Skeltalmesh ...
In some conditions, additive animation shows different/wrong behavior on Standalone Game and packaged game, from the other PIE. Watch the attached video. [Link Removed] The key points to reproduce ...
This issue is caused by us forcing user defined structs to be loaded as part of AttributeTypes::Initialize. That is called after at the ObjectSystemReady run phase during engine initialization howe ...
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 ...
FGameplayAbilitySpecHandle is a struct that can be replicated by-design to identify a granted GameplayAbility in server-client communication. This works fine with default struct replication using FR ...