Function UNavMoverComponent::GetFeetLocationBased() on file "NavMoverComponent.cpp" returns an FBasedPosition built from an FRelativeBaseInfo. The "MovementBaseInfo" is read from key "CommonBlackboa ...
It seems the FEditorShaderCodeArchive.LoadExistingShaderCodeLibrary missed some functions, use FEditorShaderCodeArchive.AddShaderCodeLibraryFromDirectory instead could fix the issue. ...
Version: Main branch 46320669; 5.7 Preview Epic Launcher pre-built; Issue: Playing a <sequence> that is withing a <level instance> turns back on gray <level instance editing> visualizing shader e ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
Crash when binding to new components that have spaces in their name and you attempt to access their bindings. ...
When a static mesh has the property Affect Indirect Lighting While Hidden enabled, toggling its visibility via the Outliner eye icon does not hide the mesh in the editor viewport. The actor remains ...
Creating a local variable inside a Blueprint Function with the same name as a replicated property of AActor (for example, “Role” or “RemoteRole”) and then using a connected Set Variable node for it ...
When a RetainerBox contains a child that for some reason has a desired size of zero, its OnPaint() method can incorrectly return LayerId 0. Afterwards, widgets further down the hierarchy can base th ...
Context: PCGComponents on actors contains a category "Instance" that allows the user to connect a PCG Graph of their choosing to the PCGComponent which allows the Procedural Node Graph to sample the ...
Textures at an index, other than 0, cannot be sampled from a Virtual Texture Collection in a material. When using the Texture Collection and Texture Object From Collection material nodes, with a Vir ...