After a bit of investigation, the way to fix this would be to modify MergeMaskIntoAlpha to pass in the actual resolution scale and the requested size, and only mask the overlapping pixels. Currently ...
Renaming a custom event bound to an event dispatcher via a Create Event node requires two compilation passes to fix up the binding. upd. Regression was checked on //UE4/Release-4.26 CL 15973114, i ...
Renaming a layer in an AnimationLayerInterface can cause issues where that layer doesn't bind properly, depending on which assets are open at the time. It works correctly if you rename a layer in a ...
Additional information in the comments. Potential work around if VS has a prompt suggesting installing addition components is to install:MSVC v143 - VS 2022 C++ Arm64 Build Tools(v14.33-17.3)MSVC v ...
FBox properties in the editor are not being saved. This appears to be a regression caused by CL# 21566516 that was missed due to there being no editable box types in the Epic codebase. ...
It appears that the landscape painting tool is not correctly taking into account deleted landscape sections, resulting in artifacts inside of the weight textures. ...
I noticed that the copy and pasted section of the level was being painted while I was painting a nearby section of the level. This weird yellow color appeared and I undid and redid the paint to make ...
The default scene root of an blueprint actor is not removed after adding a static mesh component via C++ until after restarting the project (or reloading the blueprint asset) Found in 4.22 CL#70536 ...
in AbilitySystemComponent_Abilities.cpp, line:844 CancelAllAbilities() does not appear to be working as expected. There is a check before cancelling all abilities. However, this check uses the Cl ...