Originally marked Won't Fix in 2017. Issue reopened on May 1, 2024. All inputs of a Select blueprint node are evaluated, even though in the end only one value is selected. This is wasteful work. ...
Workaround:Open M_TableRound, move a node. Save the MaterialReopening the project seems to fix the issue Replacing the reference of the deleted table texture is rendering default material. Note T ...
The attached project has a fixed frame rate of 30fps with a simulating CCD cube above a with a full restitution floor. The cube has an odd rotation, such that it impacts the floor at a single point ...
Rect lights cause visual noise on the light rendered when using raytracing. It is easier to see when you get rid of all other light sources in the scene. I have attached an example project. This se ...
Undo fills AttachChildren array with null by the undo serializer. After that, a construction script tries to remove child components from parent component's AttachChildren but it can't find its poi ...
The Contains node doesn't return an existing row from a data table under specific circumstances. This didn't occur when the struct the data table is based on was made via blueprints or there are mor ...
When altering "Coordinate Light Map Index" in a static mesh when "Generate Lightmap UVs" is enabled in LOD 0 the engine will crash or "Coordinate Light Map Index" will be set to 0. A demonstration ...
When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...
Level Sequence actors have their current playback time to 0.f when using the StopAtCurrentTimeNode. In MovieSceneSequencePlayer.cpp line 288 TimeToResetTo is set to 0.f. Attached is a 4.24 example ...
The depth is rendered incorrectly when using a custom projection matrix in SceneCaptureComponent2D. You can find an example project at [Link Removed]. You can find where the CustomProjectionMatrix ...