Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...
"This ensure is intended to catch regressions where rendering programmers add a loose parameter to LocalVertexFactory, breaking dynamic instancing on regular static meshes. InstancedStaticMeshes c ...
Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...
The stems from a really old change (CL 2948683) to fix [Link Removed]. Compiling ObjectA will call RefreshExternalBlueprintDependencyNodes on its dependent BP, ObjectB_ReferencesA, which reconstru ...
Startup movies are skipped when World Composition is enabled. Even with the 'Wait for Movies to Complete' option enabled, the startup movie plays for a very short time, and then the level is loaded ...
Editor crashes when utilizing the Landscape Grass Output node within a Material, and then attempting to move the landscape with the material applied. I narrowed this down to being directly related ...
Another thread: https://answers.unrealengine.com/questions/241358/amd-cpu-very-low-performance-because-ixaudio2sourc.html Note: This not a regression and has existed since our first implementation ...
On the Nvidia Shield (portable with the controller attached) if you have a dynamic directional light and at least one dynamic point light no lights will be rendered in the level. Or even just using ...
When painting Vertex Colors on a mesh, and enabling the 'Emissive for Static Lighting' option, the painted colors are not passed to surfaces receiving the emissive static lighting. The regular emis ...
Auto-weld is Enabled even if the blueprint component is set to Simulate. This only effects blueprint, static mesh actors in the world still disable Auto-weld if set to Simulate. This is a Regressio ...