When an instanced mesh that is added in the construction script is far enough away from the root component and has it's lighting baked the shadow will not render or will render incorrectly. This w ...
When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...
The dynamic shadow distance movable light setting is only working for values below 20000 on translucent materials. The shadow cast on the translucent material will fade out long before the opaque ma ...
It seems that in CoreNet.h, there are two constructors declared. However, only the first constructor is defined in CoreNet.cpp. If you look in CoreNet.h, you'll notice that FNetBitReader( int64 In ...
Attempting to load dlc assets with RequestAsyncLoad function results in the assets not being recognized. ...
If a user declares a UFunction with the exec specifier, the UHT will add a call to that function so that it can be used as a console command in the editor. This becomes an issue when the declaration ...
It is possible to cause an editor crash when changing a the value of a node involved with a reentrant expression. See the steps to reproduce for more information. Specifically, the crash occurs whe ...
This issue occurs when a static function is created and has a struct parameter that has a delegate exposed to blueprint. When using the helper function in blueprint after having used "Split Struct ...
When using HasNativeMake or HasNativeBreak, UK2Node_CallFunction is used instead of K2Node_BreakStruct, but UK2Node_CallFunction does not consider the property DisplayName. Collecting the propertie ...
Any calls to UGameplayCamerasSubsystem's blueprint-callable functions has the potential to crash the UE editor or a game project by using the wrong PlayerController or calling it at the wrong time. ...