There is an error with the SmartMacroInterface, where you can't use an empty wildcard "Make Array" node. This error makes the blueprint not compile and the macro unusable. Disabling the bUseSimpleWi ...
Cannot set array elements from an array that is contained within a struct User Description: Setup: Array of structures "StructureA". In StructureA, array of integers/strings/whatever. Result: Can' ...
When an array of custom UObjects is defined in an actor component class, blueprint instances of the component class cannot update the array elements. Array elements only update inside the blueprint ...
In forward shading specular highlights appear to be much larger for very smooth materials in contrast to the deferred shader. In 4.14.3 the specular highlights were displaying correctly in forward s ...
Context UITag and UIActionTag are blueprint-exposed struct classes that derive from GameplayTag. GameplayTag variables can be compared in blueprint with ==. Under the hood, the node maps to UBlue ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
Selection highlight cannot be disabled for Skeletal Meshes. They will always have the outline selection and some tinted selection over their faces. Static Meshes do not exhibit this behavior. This ...
There are multiple issues with the code at present 1) The animation preview world listener is not updated. This can be solved with the following override on AnimationEditorViewportClient (Following ...
This is not a regression tested in //UE5/Release-5.1 CL23901901 When Favoriting a Component from the Palette panel of a Widget the Favorites category appears then disappears. For the brief moment i ...