When a new BSP is created, modifications are made to the level's default brush. These changes affect how volumes are placed, with different BSPs causing different behavior in volume placement. ...
https://udn.unrealengine.com/s/case/5004z00001n9LsOAAU/custom-primitive-data-on-bp-inst ance-not-taking-affect-while-in-editor Original Repo is from 4.27, however, it still happens in 5.2. This is ...
When trying to set the image size for the image that is tiled in a progress bar, this does not appear to have any affect. The expected result would be for it to modify the size of the image so as to ...
On Drop appears to cause update issues with widgets that are affected On Drag Enter. In this example the widget only changes colors if a delay is placed in the On Drop function. The On Drop function ...
When creating an AnimBP with 3 or more layers using linked AnimGraph nodes and going through a state where animation is initialized such as replacing SekeltalMesh, the AnimBP on the 3rd layer is not ...
Crash when pressing Ctrl-Z after creating a blueprint function *This is a regression: Working in 4.14.3-3249277 Not working in 4.15.0-3299760* Crash Reporter: Error message: Access violation ...
Reflections do not receive SkyLight leakage contribution from a static SkyLight when static lighting is disallowed. This is caused by the function UpdateSkyIrradianceGpuBuffer checking if the SkyLig ...
Attempting to blend SkyLight Cubemaps via the SetCubemapBlend function to blend between different Cubemaps to make the changes seamless is not reflected. As a workaround, in LumenTracingCommon.ush, ...
We have a problem with the SceneDepth related features on the mobile after migrated to 4.25.1 from 4.23SceneDepth node output issue in translucent materialsDepthFade node output issue in translucent ...
Nanite mesh socketed to a Skeletal Mesh is not affected by the 'Owner No See' or 'Only Owner See'. Compared this against a regular Static Mesh. ...