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 ...
When using Substrate materials with SUBSTRATE_GBUFFER_FORMAT==0 (Blendable GBuffer), the Unlit editor view mode renders completely black. TopLayerData.UnlitViewBaseColor is never populated in the bl ...
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 the Retopolgize tool on a landscape that is utilizing the Landscape Grass Tool, any pre-existing grass types will begin to float and transform their locations. The only way myself and th ...
If a component contains a GUID property, and that component is added to a Blueprint in the Editor, that property is not fully generated for instances of the Blueprint. Only the first part of the GUI ...
In accordance with CL-9139422 of [Link Removed], the SkeletalMesh ImportedBounds does not have an Extend operation. However, SBasePoseViewport, the UI for retagettes, continues to use ImportedBounds ...
From the UDN: > Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...