When you create a function and collapse nodes within it, the collapsed nodes to not follow the function category switch. I also noticed that when you move the function around that has the collapsed ...
Lightmap sizes seem inconsistent after rotating a light source and rebuilding the lighting. This causes concern about file sizes when packaging the project that is using baked static lighting. The ...
Duplicating a group of overlapping stationary lights that produces the red 'X', and setting the copied group to 'Static' or 'Movable' will maintain the red 'X' on one of the light components. Note ...
The Functional Test framework crashes when adding a delegate instance if multiplayer PIE is enabled. The crash occurs at the check code in the block below from ..\Engine\Source\Runtime\Core\Public\D ...
A Blueprint Interface function that does not have an Output cannot be overridden in a Blueprint implementing that function. The function does not appear in the Interface section of the My Blueprint ...
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 ...
Adding source length to a point light that is set to stationary or static will cause shadows to build incorrectly on movable objects. Working as expected in 4.18 CL# 3832480 Found in 4.19 CL# 4033 ...
Shortcut will still led to create a new function in the macro library. and this makes engine crash with following callstack. Assertion failed: Blueprint->BlueprintType != BPTYPE_MacroLibrary [Link ...
Split Struct Pin on a Function output will return a compiler error: Error Pin New Param 1 X named NewParam1_X doesn't match any parameters of function NewFunction_0 Error Pin New Param 1 Z name ...
In earlier versions of the Engine (reported from 4.2), in a Blueprint Function Library, from the New Function Node you could right click on "new parameter" to promote to variable. Also you could dra ...