When using ExpandEnumAsExecs for the execution of a BlueprintImplementableEvent in a C++ interface, if the interface function is called by message, the result will always be as though you executed t ...
Using a texture object in material when creating a baked material will result in black material. Confirmed in 4.23 MAIN @ CL 5806859 User also reports "this also applies to the material as seen by ...
When user promotes collapsed graph that has connection to custom event to macro, connection between that custom event and new macro is brokenThis is not the case when directly collapsing selected no ...
Changing the scale of an actor with the level editor gizmo follows a very different codepath than changing it via the details panel. A side effect of this seems to be that line traces will no longer ...
BuildTextMesh function queued as AsyncTasks may be called during saving (renaming) a level containing Text3DComponents. The following workaround fix the problem. void UText3DComponent::BuildTextMe ...
When using the new Draw Material to Render Target function in conjunction with a Material using a masked opacity channel, the render texture is inverted. See attached images for reference. As a not ...
"We've been able to enable velocity rendering when using instanced rendering. However, by looking at the generated vertex shader the computation of the previous position seems to be incorrect: flo ...
Print String does not persist when called on Event Tick within a Cinematic Camera Actor Blueprint. This could be problematic if users have a cinematic camera in their blueprints and using Event Tic ...
AI MoveTo Blueprint node will zero velocity, causing a stop when a new destination is set if the Pawn is currently moving. Regression: Yes Worked: 4.12.5 (CL 3039270) Broken: 4.13.1 (CL 3142249) F ...
The licensee has stated that convex mesh generation is failing in KAggregateGeom.cpp from the function KConvexElem::HullFromPlanes. Here is the code snippet they provided: if(!Polygon.Split(-FVecto ...