Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...
When using a 'Set Timer by Function Name' node with a Function that has an Output parameter it will fail at executing the Function. If the Function is called with an Event BeginPlay node it will fu ...
We are not reading all the key flags and we do not import correctly start key and end key tangent. I create a shelve but this is not the complete fix, we must do this only if we do not have fbx ket ...
When duplicating a collapsed blueprint graph which has a node with a custom Exec pin, this results in blueprint compilation error that a duplicate named pin is found. Duplicated exec pins aren't ass ...
It appears that FAnimUpdateRateParameters::GetInterpolationAlpha is not returning a sensible value when running in TrailMode. Currently the only variable in the calculation is EvaluationRate which ...
A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in [Link Remo ...
After disabling the World Option bEnableAISystem, clicking with the right mouse button on the asset browers (in an empty place) casues the editor to crash. ...
There's a crash in FCharacterList::GetKerning() when using the editor in Japanese that is apparently fixed in one of these three changelists: CL# 2370014, 2370050, and 2370040 But they were not ...
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 ...