When you edit the parameters of a material function that is within a material layer from the material instance, the material instance does not update. Found in 4.20 CL# 4369336, 4.21 CL# 4541578, a ...
Pixel streaming crashes when lauching a packaged game in full screen at high resolutions. Work around is for force a 1080p window mode session and switching to 4k via HTML after it's in window mode ...
Changes in an assets collision profile are picked up only when an instance is created, while changes to the assets collision shapes are propagated to instances. This represents an inconsistent handl ...
Meshes with their Lightmap Coordinate Index set to anything over 4 will not be lit by static or stationary lighting. Found in CL# 4.19 4033788, 4.20 CL# 4369336, 4.21 CL# 4541578, 4.22 CL# 4573698 ...
In the attached project, the controller Blueprint is set to apply rotation based on a pair of bool values indicating whether the A (Rotate Left) or D (Rotate Right) keys are pressed. The controller ...
You can add a pass-by-reference input variable to an Event Dispatcher, but it will will result in compile warnings, and changes to that input will not affect the value of the variable in the caller. ...
Tilemaps using lit methods of rendering are subject to strange lighting behavior. If the material for the tilemap is using a 'masked' method of rendering. Lighting will appear at incorrect angles. ...
When creating a Blueprint Function under a non-default category, if you name one of its parameters "Category" the function will be moved back to the default category. This is working as expected in ...
Running destroy component with construction script placed on level blueprint does not destroy component when it is nativized. It works correctly with PIE and Not Nativize. Also, if the actor that wa ...