"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 ...
When assigning an array of actors that implement a specific interface to an array of the specific interface the engine crashes. This doesn't happen if the actor array is put through a for each loop ...
In Editor, When you remove a return value parameter from a Blueprint Interface function's Output Category. (so there are no return values), it becomes an event. In any Blueprint that implements the ...
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 ...
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 ...
When you have the mouse cursor set to show in game, if you use shift+f1 to unlock the mouse, eject, and then attempt to click and move an actor using the transform gizmo, you are unable to do so. S ...
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 ...
The collision mesh and the display mesh are often similar enough to be difficult to differentiate, and there is currently no way to view the collision wireframe without the display wireframe as well ...
When using SetChildActorClass to change a Child Actor Class, the change will replicate on the Server but not the Client. The Client will have the original Actor Class after the change happens. This ...