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 ...
Calling UHierarchicalInstancedStaticMeshComponent::AddInstance multiple times causes multiple BuildTrees to be created and run asynchronously at the same time. Tested in 4.21(CL - 4613538) How t ...
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. ...
While the editor is compiling a hot reload, if project code is changed and the compile is canceled, code changes are not reflected upon next editor compile. ...
Blueprints copied or moved to another level do not retain variable references to other Actors that are also copied or moved. Reproduced in 4.7.5 binary and Main (//depot/UE4/Promotable-CL-2507843) ...
CrashReporter: [Link Removed] The Navmesh Modifier Component in blueprints does not properly update a levels navmesh. ...
If you include UMG in your project and deploy to an HTC One, the project will crash on the device. Tested this on multiple devices (Galaxy S5, HTC One, NVIDIA Sheild tablet) Monitor logs are atta ...
Changing the value of a text struct variable inside a duplicated function that contains a Make Struct node will reset that value in the original function. This does not appear to occur with other va ...
Effects Quality settings within the device profiles, or even set in the .ini file seem to be ignored. Even when you're calling sg.effectsquality in the console command, it's ignored. The only way I ...