A lot of properties are not getting saved correctly to custom configuration files. This looks like that it can be cause by the FConfigContext::PerformLoad function. New conditionals have been added ...
When a WorldAlignedTexture node is connected to multiply and then to a base color output, the material cannot be compiled, giving an error about an undeclared local variable "Local27". Does not happ ...
When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...
Reproduction Attempts: 3/3 Doing some additional testing for Spawnable Post Process Volumes in a level sequence, the PPV does not appear after saving the level and level sequence, closing and reope ...
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 ...
When global invalidation is enabled, Scale Boxes don't react properly to changes in the size of their contents. Licensees have worked around this by updating SScaleBox::OnArrangeChildren:// This sca ...
When turnning a moving character into ragdoll, it freeze a bit with TickPhysicsAsync on. If we log the character's pelvis position, it seems jump backward in the first few ticks. Also, it only happ ...
It appears that the Landmass plugin has a content dependency on the BlueprintMaterialTextureNodes plugin. If the BlueprintMaterialTextureNodes is not loaded, then the blueprint "/Landmass/Landscape ...
Certain interactions between a Rect Light with a Light Function and a Post-Process volume lead to a check() when compiling a Ray Tracing PSO for tracing lights. This check() only happens when shader ...
In the Blueprint Editor, Primitive Components can be configured to respond to Lighting Channels 0, 1, and/or 2. However, if channel 0 is disabled (even with another one enabled), the Preview Actor's ...