[Link Removed] Some functions to access parameters don't take into account the newly added runtime static switch parameters. It should be straightforward to fix these up: void UMaterialInstance:: ...
Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...
This sounds legit. Anyone mess with the if node recently? There seems to be a regression where existing content is broken. This should be fixed ASAP and patched into 4.6. https://forums.unrealen ...
When you attempt to open a widget blueprint when you have hidden the animation and timeline panels, the editor will crash. There is a workaround: Window->Reset Layout will allow you to open the blu ...
When a Material uses WorldPositionOffset, the MaterialTextureScale is calculated incorrectly because FMaterialUtilities::ExportMaterialUVDensities() calls FMeshRenderer::RenderMaterialTexCoordScales ...
Using a FormatText node with Specifier in the same graph as an empty Macro will freeze the editor. Not using the Specifier or deleting the unused Marco will allow the BP to compile fine. **Only rep ...
After Seamless Server Travel, the Client cannot move the character or see the Server character. On the Server, the Client character appears to be falling in place. Tested in both first and third per ...
Not all material elements are created and assigned to the static mesh using multiple materials. With the attached mesh, only the first element is created and the other two are left non-existent. I c ...
If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but ...
Licensee has reported intermittent crashes when loading a map that contains Child Actors with Text Render Components. When the child actor blueprint is spawned all of the text render components st ...