UPDATED DESCRIPTION When enabling Cast Modulated Shadows on a Directional Light and using Mobile MSAA on Android OpenGL ES 2, shadows from the Directional Light do not render when dynamic objects ar ...
In 4.18, BroadcastOnActorMoved() is no longer being called when an actor is moved in a level. The PostEditChangeProperty() function checks to see if the name of the property that was changed matches ...
If a function is marked as BlueprintNativeEvent inside of a class that inherits from a component (Scene component, Actor component, etc) then the function cannot be called in a blueprint with the co ...
This is a trending crash coming out of the 4.18 release. User DescriptionsI tried to call an Event Dispatcher (which is assigned in the Level Blueprint) in the Construction Script of the Blueprint ...
When using an InstancedStaticMeshComponent with PerInstanceCustomData, the number of float elements in the "Custom Data" array should always be equal to NumCustomDataFloats multiplied by the number ...
When using Hardware Lumen with Nanite-enabled meshes in UE 5.6+, black / dark surface cache artifacts appear that result in generally darker and unstable lighting. These artifacts are not immediatel ...
When using the StringToBytes() function it returns one less byte due to the -1 at the end of the return. The function takes a string and converts it to bytes but it always returns one less byte than ...
The p4 files command is used to grab the list of depot files. This does not have a client path, but the parse records function called in FPerfroceGetFileListWorker::Execute (ParseRecordSetForState) ...
For UMG delegates, we currently have a fixup pass that ensures that bound functions match the signature of the native delegate. However, the fixup appears to use the wrong function name, which cause ...
Duplicating blueprints that have 'cast to' nodes included in them display errors such as: "Could not find a function named 'AdjustShield' in 'worker_c'. Make sure 'worker_c' has been compiled for." ...