Blueprint's with an instanced static mesh that has instance components added via construction script will fail to build lighting correctly when the pivot is placed outside the lights radius. This ...
After place a Nav Mesh Bounds Volume into a level, launching the game and pressing the [ ' ] key to show information about the Nav mesh the print string stops working. If the User closes the game w ...
A Pass-by-Reference function input cannot accept a reference to Self. Workaround: Cast from Self to the desired class and use that for the function's input. ...
When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...
Added functionality to a blueprint component through code and built the project in VS. After a hot reload, I saved the blueprint and closed the editor. Reopening the editor and the blueprint cause ...
Edit MattK: The display name is different when running PIE through the editor. This sort of inconsistency seems wrong. We should probably not ever be using the display name. Spaces are removed fro ...
If the user has different DPI Scaling set on each monitor, the main monitors tool tips will change size based on the secondary monitor. ...
When you have a child blueprint that contains a component that is parented to an inherited component, changing a value on that inherited component in the original parent blueprint and then compiling ...
4.17: The preview mesh disappears entirely when the name of the preview asset is changed When a preview asset is applied to a socket, and the socket is renamed, the preview asset becomes detached ...
In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...