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 ...
When the editor is launched via Symlink on a Mac, the Material Editor will crash when compiling or when building lighting on a level. This does not occur if the editor is launched from an external d ...
Physics actor attached during runtime doesn't have proper collision User Description: It seems that the "Weld Simulated Bodies" option on the AttachToActor function (same with AttachActorToActor) ...