Connecting multiple object pins as inputs to the Target input pin of an interface message node causes an error of the format:failed building connection with 'Replace existing input connections' Thi ...
Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...
The FSceneView::Deproject function calls FMatrix::TransformVector4 and passes an FPlane value. TransformVector4 takes in an FVector4 parameter, so the value being passed is implicitly converted to F ...
Within the declaration of the APlayerCameraManager class, the GetActorLocation and GetActorRotation functions have mixed up Tooltips Result: Tooltip says to use GetCameraRotation for the GetActorLo ...
When a blueprint function library reaches a "World Context" node, the result returned by the node is invalid / null in Standalone mode. Additionally, the node will occasionally report as invalid in ...
Yellow 'reset to default' arrow will disappear if the Details panel scrolls it out of view. Aside from the Transform, this seems to happen for most values in the Details panel. User description: F ...
There is an issue occurring where Split screen causes rendering issues with light shafts. This issue does not occur if you use the command " r.lightshaftquality 0" The issue no longer occurs. This i ...
See steps to reproduce. Looks like the fixup when saying Yes to "Would you like to transfer the interface functions to be part of your blueprint" doesn't work correctly on the duplicated BP. Inter ...
artists are dealing with greatly increased iteration times due to long shader compiles when working in the material editor. This has regressed over time as we add more features to the point were wor ...
Calling DiscardPlayerInput() does not appear to actually discard the player input. The comment for the function indicates that input will be consumed and discarded without doing anything with it. Ho ...