"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...
When using the Save Current button rather than save all, an actor that uses a variable with a struct will not retain data after the editor is restarted. Steps from scratch:Open EditorCreate a new ...
When a Directional Light is changed from static to movable, the materials in the level will appear dark. ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...
This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...
Using a FOV other than 90 with Cast Modulated Shadows seems to cause a black screen and weird FOV issues on an iOS device, in 4.9.2. If the camera has FOV=90, it works fine on the iOS device. If th ...
When the gameplay framework component manager creates components as part of CreateComponentOnInstance, it passes in the requested class name as the literal name of the component instead of using the ...
From licensee: Foliage instances are not drawn correctly/the wrong LOD is selected while painting in FoliageMode. This is more apparent when setting InstanceSettings>CullDistance>Max to a value != ...
Crash when attempting to enable HDR via UserSettings This crash will also occur when project is fullscreen. User's Environment: "I have an Nvidia GTX 1080 Ti and have two monitors attached: 1. ...