anim blueprint hangs when compiled. Probably a cyclic issue when compiling. A workaround is to add a delay of any time between the set node and the Draw Debug Sphere node. Repros in the following v ...
The UVs in HLOD's StaticMesh appear to be broken when there are sections with zero triangles in the fallback mesh. This is most likely the case for sections containing only small parts. Workaroun ...
After changing a rich text block to use a different style (from a data table) it will ignore the material applied to the the default text style and it will use the color instead. ...
UserWidget animations will be ticked as part of the WidgetComponent's DrawWidgetToRenderTarget(). This will lead to a crash when we attempt to set the LastWidgetRenderTime to GetWorld()->TimeSeconds ...
If a player places multiple player starts into a level and rotates them the server will be rotated as expected when spawning in, however the following clients that spawn in will not be rotated. ...
Previewing a Node in a UI Material will not show anything, or will remain showing what is placed in Final Color. This issue appears to be fixed in Dev-Main as of CL-2914624. ...
If the resolution of the game is set to something lower than the screen resolution and then set to fullscreen the game will not stretch to fit the screen and portions will be left black. ...
When a delay node is placed after a Destroy node in a blueprint string, nothing after the delay node will trigger. Removing the delay will trigger following nodes. ...
When reloading the editor and a level where a sequence has a dynamic binding with a soft object ptr parameter to an actor in the same level, the director blueprint will recompile on load of the leve ...
Selecting the just imported asset will speed up workflow. Fix should be done for legacy and interchange importer ...