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 ...
This is a race condition between the FShadowScene update & rendering, where sometimes the renderer tries to access a data array before it has been populated leading to the crash. It happens fairly r ...
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) ...
Either the tooltip for Stationary actors or the actors movement option is incorrect. The tooltip reads: "A stationary object can be changed in game, but enables cached lighting methods when not m ...
From UDN: [Link Removed] Proposed fix: int32 FHLSLMaterialTranslator::TextureParameter(FName ParameterName, UTexture* InDefaultValue, int32& TextureReferenceIndex, EMaterialSamplerType SamplerType ...
This may just need to be closed, we may not be able to control this at such a level. This really comes up more than you would guess. I think almost everyone has made a widget, wanted to call Edito ...
A minor graphical glitch can be seen between the Event Begin Play and the Print string function when undoing and redoing the creation of a Set String Note This also occurs when doing an undo and r ...
Using the transform gizmo to scale a blueprint component will break the functionality if scaled to 0.0 and released. Workaround: If the scale value is directly set to non-zero value, gizmo can be u ...