Different node types are sized differently (nodes like: var getters/setters, function nodes, compact nodes, etc.). Pins should always be set at specific alignment intervals (from the node's top lef ...
Also Reproduced on Main, Promotable-CL-2484152 Particle Position WS Node is returning incorrect results with the following Material Setup on a Mac: [Image Removed] ...
The FComponentReference::GetComponent() method can attempt to cast to UPrimitiveComponent when FComponentReference appears to be able to work with any scene component. ...
If the event that is used to start the animation was not done so during the construction of the widget, the 3D widget will not animate. An example: Using a button to activate an animation will not w ...
Setting a UCLASS() macro with the "HideCategories" property will updated after a hot reload but after closing /reopening the editor the hidden category will be visible again. ...
Changing between multiple Streams that are contained within an array does not work. ...
Animation Sequences with negative Rate Scales do not play outside of using them in Animation Blueprints...unless they are looping. UPDATE: A negative rate scale value also breaks Anim Montages. ht ...
Calling a code defined function in blueprints that returns a TWeakObjectPtr causes a crash. ...
From user SONB: Launching the project for the first time on Android device the landscape has the correct material applied. However, if I change something in the material (for example adding a Lands ...
Automatic collision generation is incorrectly rotated for sprites that were imported as rotated from a sprite sheet ...