This issue may have occurred due to a refactoring of the related functionality during the engine update from version 5.4 to 5.5. The main reason is that the randomization of BatchColor doesn't work ...
Using the "Split Struct Pin" right click option on the rotation pin breaks the functionality of the Transform Bone node in Animation Blueprints NOTE: I noticed the Roll/Pitch/Yaw are in a differen ...
TextRender components do not update when text is changed on compile. The blueprint must be saved, closed, and re-opened for the change to take effect. ...
Duplicating an actor that calls a custom event from another actor receives compile error until the node is removed and replaced. ...
If a user opens gameplay debugger ( ' pressed while in PIE), all print string outputs to screen disappear, and will no longer appear during any PIE session until editor is closed and re-opened. Wo ...
When scaling the viewport window using the Maximize/Minimize viewport option, the post processing effects applied to the screen do not scale properly. This issue seemed trivial at first, as the use ...
When using a touch screen laptop, it is very difficult to drag off the exec of nodes. I was able to drag off of a node 2 times after trying around 25 times. I was using a ComPat touch Screen laptop ...
Automation won't return the correct exit code when an issue is caught using the map check error. When running from the RunUAT batch file, it will never finish. ...
When pressing play within the blueprint editor, if you use control & z, it'll revert your changes you've made to the blueprint. Which could cause people to lose their progress in their blueprint tem ...
Per conversation between Gareth and Mike, it was determined the Landscape tool is in Game Mode by default. Within the Landscape Tool, all UI elements are disabled by default. This has been observed ...