Whenever dragging and dropping an actor to the Scene, the function UActorFactory:: PostSpawnActor gets called twice. Tested in 4.20.3 (CL - 4433814), 4.21.1 (CL - 4705082), 4.22 (CL - 4708082) ...
In KismetArrayLibrary.h, functions that modify the array property call MARK_PROPERTY_DIRTY(Stack.Object, ArrayProperty). Because these calls use the stack object and not the property's owner, modify ...
Using UFUNCTION(Server, Reliable, WithValidation) with an RPC function results in a failed build in Visual Studio. The same test in Main yields a different set of error messages. ...
Certain files for building menus is calling the wrong extenders List of known conflicting functions:FSkeletalMeshEditor::ExtendMenu() [Engine\Source\Editor\SkeletalMeshEditor\Private\SkeletalMeshEd ...
When the node Spawn Actors from class is used with a pure input (in this case a pure function with a transform output) The result is that it get evaluated twice. In the test project provided a print ...
Sub surface shading model has strange blotch color artifacts when used with ambient cubemap. Since the subsurface profile shading model can't be used with ambient cubemap I wanted to use the regular ...
The Noise Node when used in a UI Material is rendering completely black in 4.11. This is a Regression from Behavior in 4.10.2 It looks like the Noise Node (at least form the preview of the noise i ...
If an event dispatcher is created with the name "SnapTo" inside of a scene component blueprint, it can no longer be renamed or deleted. Error given: BlueprintLog: New page: Compile NewBlueprint1 ...
When an array is passed into a BP custom event, the array's data is passed to the event rather than a pointer to the array itself. This means edits made directly from the event node's input pin (su ...
When using a Translucent or Modulate blend mode decal, the underlying shadow may become visible with VSMs, RT Shadows, and with the Pathtracer. When no normal is applied and a sphere is used to tes ...