Adding a variable of the type of a struct to a blueprint, deleting that struct, and then recompiling the blueprint fails. The variable is deleted, but the blueprint will continue to be unable to com ...
DESCRIPTION: The materials are cleared from a destructible that is created in PhysX Labs when a chunk in any of the depths is selected and if any of the chunk parameters are set to true. ATTACHED: ...
Multiple users are reporting crashes in the Engine when using an AMD R9 380 and 390 series cards. There was a request to have these cards added to compat lab for testing, but have not heard any upd ...
When an animation blueprint is using the "Linked Anim Graph" node and it's skeletal mesh has a post process animation blueprint the animation is played at the wrong playrate. Linked Anim Graphs wer ...
When a heterogeneous volume actor is used with a volume material in a debug build, the following ensures are triggered: Ensure condition failed: UniformBufferValue || EnumHasAnyFlags(AutomaticallyBo ...
Adding an Actor Component that is set to Replicate to an Actor that is also set to Replicate disconnects the Client from the Server. Note: this does not occur if the Actor Component is already added ...
1. When a Material Layer is applied and there is no node connected to Anisotropy in the master material(M_Test_1), the material does not function correctly after packaging, although it works properl ...
Create a blueprint based on actor, give it a SceneComponent named ExampleComp (BP_TestActor) - this should be the blueprints only componentCreate a new level (TestMap), place an instance of the bluepr ...
Smart links disappear whenever the Nav Mesh regenerates while using Dynamic Runtime Generation. For example, if you have a dynamic object that is constantly moving and causing the Nav Mesh to rebuil ...
When Sequencer's Add Filter Menu>Keyed(U) is enabled, adding a Key to an actor that previously failed the Filter (had zero Keys) does not immediately include the Keyed actor in the filtered list (if ...